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Re: Legend of Grimrock 3
Posted: Thu Dec 25, 2014 12:39 am
by coreystinson
Komag wrote:
I really like this flavor/direction - I personally would welcome an occasional reprieve from the loneliness and isolation, where the party can swap stories, get some news, and take on a new quest.
I agree with Komag. I think this is the next logical step. Was it Bard's Tale II or III where the game was set in an outdoor area with a few cities and some smaller towns to visit? Of course, in that game, the outdoor area was mostly a pointless slog, but I'd love to see Grimrock combine the best of both. We don't need a huge, expansive world like Elder Scrolls, just a big map of various kinds of wildernesses, with a city and maybe a few towns to visit. I think the loneliness of a dungeon or wilderness crawl is made all the more real by those times when you return from your quest for a break, as Komag suggested. The key to keeping all of this interesting is to make all areas as unique as possible (meaning lots of graphics assets, not too much re-use!) and incorporating some back story for each area to keep you feeling as though you are participating in a story.
Re: Legend of Grimrock 3
Posted: Thu Dec 25, 2014 12:42 am
by coreystinson
Dematto wrote:
What about...
maybe I'm a jerk for suggesting it. But what about DLC for Grimrock 2? Game was cheap enough, I'd throw some more money at them for a dev-created canonical module. See where teh party ends up, yeah?
I would gladly pay for a developer-created add-on, designed for higher level characters. I'd like to see a nice selection of new graphics assets though. I think if we're just going to see re-use of existing assets that this could be done well-enough by the game enthusiast community.
Re: Legend of Grimrock 3
Posted: Sun Jan 04, 2015 4:36 am
by Peeps Bucket
I would like to see enemies that can follow you through zones. I loved this in Dungeon Master 2 - it constantly kept me watching my back, closing doors behind me, planning escape routes, and placing guardian sentries at strategic locations.
Re: Legend of Grimrock 3
Posted: Sun Jan 04, 2015 11:01 pm
by CrusaderDeleters
coreystinson wrote:Komag wrote:
I really like this flavor/direction - I personally would welcome an occasional reprieve from the loneliness and isolation, where the party can swap stories, get some news, and take on a new quest.
I agree with Komag. I think this is the next logical step. Was it Bard's Tale II or III where the game was set in an outdoor area with a few cities and some smaller towns to visit? Of course, in that game, the outdoor area was mostly a pointless slog, but I'd love to see Grimrock combine the best of both. We don't need a huge, expansive world like Elder Scrolls, just a big map of various kinds of wildernesses, with a city and maybe a few towns to visit. I think the loneliness of a dungeon or wilderness crawl is made all the more real by those times when you return from your quest for a break, as Komag suggested. The key to keeping all of this interesting is to make all areas as unique as possible (meaning lots of graphics assets, not too much re-use!) and incorporating some back story for each area to keep you feeling as though you are participating in a story.
And could even have a wealth system, along with purchasing of wares, where the found goods will be plate or leather levels, and not Crystal or Meteor, fighting to keep just enough encumbrance to make every spelunking successful. Because we didn't see twelve Leather Caps and Pants in LoG2, and all that Skeletal Axemen clutter that we left behind because garbage.
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Re: Legend of Grimrock 3
Posted: Tue Jan 13, 2015 11:55 am
by Frenchie
If look at classic games what would you like LoG3 to have?
In one of the original Dungeon Master games there was a "see through" wall spell
The side scroller Tirnanog had wonderful cryptic puzzles to open doors and it used combined objects to create new ones.
Ultima Underworld had diagonal walls and a compass on screen. I would love to see more on-screen options like mini maps (make it a spell)
Heroes of the Lance had bigger parties. I would love to see some escort or temporary people join the group that will be invisible but give either directions or clues.
Doomdark's Revenge (successor of Lords of Midnight) let you travel in 8 directions and recruit people. Also it had lots of tunnels. We can already dig for treasure, but what if we could do more with a shovel and a pickaxe.
Some new ideas that might already been said:
- Swim in an underground tunnel to reach a cave
- Chop a big tree to create a bridge
- A floating orb or an astral body spell to spy around the corner
- A small pet that can get into small spaces to pick up a key
- Weapons combined with other stuff to improve them
- Special vison or glasses to see clues on wall
- A cook or the farmer with the cooking skill to make better nutriciousa food (combining food) using a cauldron
- A magic trap that makes you walk on the ceiling that makes you skip pits but also necessary pressure plates (so it might also be a disadvantage)
- Dynamic portraits that let you change skin and hair color.
- A forge to process pickaxed ores and melting old weapons
- Crossing a ledge that can only be crossed moving sideways facing the rock wall
- Necromancy spell to bring the dead to life for a few seconds so they can give you a message
- Possessed condition where the champion does all kind of stupid things like dropping items, attacking mobs while unprepared, falling into pits, etc.
- Sewing needle kit to fix garments that have been damaged in fights
- Skining knife to make skins for leather clothing with needle
Re: Legend of Grimrock 3
Posted: Tue Jan 13, 2015 9:56 pm
by Isaac
Frenchie wrote:...
All of those are really neat ideas.
- Swim in an underground tunnel to reach a cave
LoG2 has this one.
- Special vison or glasses to see clues on wall
ORR2 mod [log1] has this as the central feature of one of the rooms.
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Re: Legend of Grimrock 3
Posted: Sun Jan 25, 2015 3:09 pm
by Frenchie
Underground swimming to reach a cave - LoG2 already has this
Real swimming or walking under water on the bottom like in the 5 island puzzle? I mean real swimming where you don't sink to the bottom, which could work with the same crunch/stand up button on land (if added to movement). Let's say you jump or climb down in the water, turn 180 degree, dive (down a level), enter an underwater cave, swimp up and climb/walk out of the water. This could also work with a water well, where you climb or fall down several levels below. Then bash a crack to enter an underwater tunnel.
I would also like to add to my wish list:
- party class choices that affect the dungeon. Meaning each class has a benefit in the game and since you can only choose 4 classes some puzzles can't be done without them. It won't affect your progress to the next level of the dungeon.
- mobs that act differently in day/night cycle like trolls or gargoyles turning to stone during the day
Added to 'special vision glasses' above:
- a spirit world with the glasses could create a double world (most zones already visited) where you will find more powerful weapons to defeat the end boss(es). You either track or bait these spirits in multiple zones, Harmless without the glasses, but aggressive when they are discovered. A risk using them to find the hidden clues (a benefit combined with hindrance)
Re: Legend of Grimrock 3
Posted: Sun Jan 25, 2015 5:38 pm
by Isaac
Frenchie wrote:Real swimming or walking under water on the bottom like in the 5 island puzzle? I mean real swimming where you don't sink to the bottom...
AH seems to like the mechanic of being able to fall a level at will, but not be able to climb back up without a ladder.
I would also like to add to my wish list:
- party class choices that affect the dungeon. Meaning each class has a benefit in the game and since you can only choose 4 classes some puzzles can't be done without them. It won't affect your progress to the next level of the dungeon.
- mobs that act differently in day/night cycle like trolls or gargoyles turning to stone during the day
Both cool; and both should be possible already in LoG2 user mods.
With a few examples shown, these could stand a chance of being officially implemented in some way.
Added to 'special vision glasses' above:
- a spirit world with the glasses could create a double world (most zones already visited) where you will find more powerful weapons to defeat the end boss(es). You either track or bait these spirits in multiple zones, Harmless without the glasses, but aggressive when they are discovered. A risk using them to find the hidden clues (a benefit combined with hindrance)
Do play the ORRR2 map for LoG1. We invented aspects for that module that didn't exist for the engine at the time... like usable ladders [between floors], and Xanathar's room does have the kind of goggles you describe... in that they reveal aspects of his room that can only be seen while wearing them... and not just the writing on the wall.
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Re: Legend of Grimrock 3
Posted: Sun Jan 25, 2015 5:55 pm
by Frenchie
Do play the ORRR2 map for LoG1. We invented aspects for that module that didn't exist for the engine at the time... like usable ladders [between floors], and Xanathar's room does have the kind of goggles you describe...
I did play a lot of custom LoG1 dungeons, but I must have missed the one you mentioned.
Both cool; and both should be possible already in LoG2 user mods.
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With a few examples shown, these could stand a chance of being officially implemented in some way.
I think AH should make a questionaire of what we like to see in LoG3 and then make a vote to see which has the highest popularity. I think we already spawned enough ideas, but we have no insight to what is in the LoG3's vision or what is possible. Maybe Petri should group them in programming difficulty degrees and AH decides how many features are still open and which ones are most likely already planned.
Re: Legend of Grimrock 3
Posted: Sun Jan 25, 2015 6:08 pm
by Isaac