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Re: Brainstorming from the Community [unofficial]

Posted: Fri Aug 30, 2013 2:42 pm
by Komag
Excellent! :D That really opens up some great opportunities for tweaks and such.

Re: Brainstorming from the Community [unofficial]

Posted: Sat Aug 31, 2013 7:03 pm
by Isaac
antti wrote:Image
8-)
Very cool! 8-)

Re: Brainstorming from the Community [unofficial]

Posted: Sat Aug 31, 2013 7:46 pm
by JohnWordsworth
Excellent! This will be brilliant for editing those long scripts in Notepad++. Nice to get a glimpse of the component UI too :p.

Re: Brainstorming from the Community [unofficial]

Posted: Mon Sep 02, 2013 8:00 pm
by Komag
I often kept a copy of Notepad++ open to copy/paste long scripts into and out of

Re: Brainstorming from the Community [unofficial]

Posted: Wed Sep 04, 2013 5:55 am
by Isaac
Another suggestion: hudPrint("message") ~could instead be hudPrint('message', 8)
*How about giving it an optional delay-override parameter? If present it sustains the message on the screen for the number of seconds given.
This would allow the designer to tweak the onscreen time of their notes in the event they decide that it fades to soon to read all of it.

Also... (unless there is reason not to), hudPrint() ~unlike regular print(), does not handle comma separated values, or non-strings.
eg hudPrint( champion:getName(), pertinentNoteToPlayer, (numberOfPlatesDown + 3), note2, secret_2:isFound() )

** If valid entries, this would all work using print(), but not with hudPrint().

Re: Brainstorming from the Community [unofficial]

Posted: Wed Sep 04, 2013 7:28 pm
by uggardian
Party up to 6 champions:
The adventure starts with a party of 4. But maybe some characters could join you on the way?
SpoilerShow
I always wanted to see Toorum join the characters, instead of only being unlockable character.
Less than 4 champion party:
I wanted to take only one/two character(s), to make it more challenging.
SpoilerShow
Right now the only way to take less than 4 characters was Toorum. And yes, mentioning him again needed another spoiler banner :D

Re: Brainstorming from the Community [unofficial]

Posted: Thu Sep 05, 2013 12:19 am
by Neikun
I think less than 4 players is a very good idea. Some players are always looking for as challenging as possible gameplay.
As for 6 characters, I would have to advise against it. It is very hard to add more to the gui without overcrowding the visuals or scaling them badly or without going to a turn based system, which we know is a non-option.

Re: Brainstorming from the Community [unofficial]

Posted: Tue Sep 10, 2013 7:19 pm
by Isaac
Suggestion: Optional checkbox on hidden plates to detect flying creatures that pass over them; these plates are often used simply for presence and logic as opposed to traps and manual switches... Flying creatures don't trigger the hidden plates in LoG1, but I think it could be useful to level designers if they had the option to make hidden plates sensitive to all creatures, not just the ones who fall through pits.

Re: Brainstorming from the Community [unofficial]

Posted: Tue Sep 10, 2013 10:12 pm
by BabylonZeus
Hello

I will start by pretending that LoG's spirit comes from games like Dungeon Master or Eye of the Beholder. All I write after that comes from that observation.
What fun produces these games that LoG 1 has not reached ? That are the goals LoG 2 should aim. LoG2 doesn't have to revolutionize this type of game, but has to resurrect this type of game (which LoG1 has started to do) ! So, these are among the best ideas already developed that LoG2 could be inspired of. No need for multi-player or multi dungeons, LoG is not a low-leveled-Skyrim game (and should not be).

1) A more complex magic system
Reference : Dungeon Master
and Bloodwych

The combinations created by DM were the best : many combinations, possibility to try new combinations and possibility to adjust power. Moreover, the human-memorizing system was fun.
Without saying LoG2 should copy this system, it should be more like DM's style than LoG1's style.
Moreover, Bloodwych had a very interesting style : the more you put magic points in casting a spell, the more you raise the probability to cast it with success. The more you cast with success, the less the quantity of magic points you have to put with time. This is among the best rules I have ever seen, and I think you should check it !

2) Levelling up
Reference : Dungeon Master
Each strike, whether it kills or not, should level up. But DM's rule had one weakness : striking in the air helped to level up without limit ! So, in LoG2, only each successful hit should level up.

3) Playable Characters
Reference : Eye of the Beholder
Whether the player has 1 or 10 characters depends on the equilibrium of the challenge. Starting with 4 and going to 6 with NPC was a good point in EOB. Indeed, it helped trying more combinations of classes during the game.
To avoid : a Dragon Age rule, where we could change team at will and build one team for one quest. Removing a character should be permanent.

4) Progression
Reference : Chaos Strikes Back and Bloodwych
Linear progression is good, LoG 1 proved it, and it is far better having a second LoG in linear progression than a bad design.
For alternatives, CSB is the most obvious reference. But don't neglect bloodwych style with pseudo-linear progression : some main levels connected to towers that have to be done is a precise order. You have come-backs to areas already visited, but it is somewhat quite linear at some point.
And please, put "rotating squares" !

5) Resurrection and healing
Reference : Bloodwych
This game is THE reference for that. Some resurrection places, very few but very well placed regularly. Crystals are too easy : ressurect, heal and save, and too often !
Again, Bloodwych is a reference for healing : in order to heal, except spells and potions, you have to sleep, and it is long ! You have to earn healing by sleep !

So, these are some good rules LoG2 could be inspired, or literally copy if needed.

Re: Brainstorming from the Community [unofficial]

Posted: Wed Sep 11, 2013 3:43 pm
by shadowmare
1)
Game Sound, i want hear my heroes it plate armor sound on walk, evil sounds around dungeon too, what about put some FOG effect in some places ?
real dark places who need torch,lamps.
Reference: Dark souls / Aminesia

2)Heroes personality, VOICES - i think cool idea put your heroes to speak, i see mounster , do you hear that, to you weak that why you die, that thinks, or maybe chouse silence personality, Racial attacks, Lizzard man = Bite / Minotaur = Bash attack / Insectoid = Acid slash.
Voice types : Brute, kind, Violent, Silence, intelect, Insane. etc.
reference: Wizardry 8

3) Objects to interact , book cages, tables , tourches , stones, chairs..
Reference : Might and Magic Series

4) Huge types of enemyes , Rave ( Fire Raven , Ice Raven , Plague Rave) it one little monster you can create 10, why not make a lot and big places to explore, more classes too.
reference: Wizardry 7 Crusaders of dark Savant.

5) See hero it armor in 3d why dont make cool inventory who you can see the hero and put weapoin on him.
Reference: Stonekeep

6) See a hero animation in box, moving.. it fear, tired effect and speaking, its goin be a lot cool and inovation to this type game see hero face in box, not just picture like Baldurs Gate 2 or old Dungeon master, imagine how cool see animated face minotaur, oe Warrior
reference: Starcraft 2