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First Impressions

Posted: Fri Apr 13, 2012 4:24 pm
by krux02
Hi

I haven't played very much grimrock yet, so this critic is not about deep gameplay mechanics. But I still see problems that you might alredy got used to and don't see the requirement to improve.

First of all, I love that you revived the classic square squad based RPG from the 80s and 90s. But there is one thing that gives me a headache every time I play this game. I dont mean that it is something I don't like, I really feel sick after a while of playing Grimrock. It's about the camera movement. Usually it rotates very fast, and then it stops without a notable slowdown. Even when I walk a straight Line, the camera apruply stops at each square, which also increases the headache. Please add the option for a camera that has smoother transitions between all steps of movement. A camera where also the first and second derivate of the movement are continuous.

I want to add, that grimrock is the first Game that cases this problem with me, I never had it with other Games.

Second I'd like ask why the free look camert (while holding RMB) is so limitied? Why can't I look in 360°? This limitation prevents me from using the mouse to turn my crew, which results in earlier headaches (sorry to repeat it again)

Third (this really has nothing to do with headaches), when I am standing in front of a gate with a chain to open it, and an inventory is opened, the inventory hides the chain, so that I first have to close the inventory beforce I can continue the game. In the classic RPGs like Dungeon Master only a part of the display was the viewport, so I could have GUI items at the border of the screen, without anything being hidden by the GUI. I don't think you should add big borders and a small viewport, but adjusting the projection frustum into a non symetrical frustum that is wider to the right and top than to the left and bottom would do the job.

4th: I would like to still see the keys I've put into keyholes.

I hope you like my criticism