New Grimrock features discussion
Posted: Fri Jun 22, 2012 2:32 pm
Hey folks. After reading the latest blog, I got excited in anticipation of what the next installment or mod of Grimrock may include, and I wanted to begin a discussion regarding possible features. I'll begin with a list of the things I'd like to see, but I understand some of them may be beyond the scope of development planned for this project:
- Outdoor environments with dynamic weather
- Water (including flowing water and floodgates)
- Some kind of generic NPC model (allowing the option of finding or losing party members along the journey)
- With the inclusion of generic NPC models, brings the possibility of multiplayer, including maps designed for just this purpose
- Shops and money
- Boulders (movable blocks, can be pushed into holes)
- New traps perhaps (boulder traps even, like in Indiana Jones)
- Layered maps (allowing for higher ceilings, ledges, bridges, bigger environments)
I realize that some of these features could be extremely demanding projects. Outdoor environments for example would require a lot of visual work (rain/lightning animation, bushes/grass/dirt textures, etc), but would also need to address other issues such as the transition from a dungeon to the outside world...possibility of entering the outdoor map without stairs maybe, such as just walking out the door and being able to see the outside world through windows.
- Outdoor environments with dynamic weather
- Water (including flowing water and floodgates)
- Some kind of generic NPC model (allowing the option of finding or losing party members along the journey)
- With the inclusion of generic NPC models, brings the possibility of multiplayer, including maps designed for just this purpose
- Shops and money
- Boulders (movable blocks, can be pushed into holes)
- New traps perhaps (boulder traps even, like in Indiana Jones)
- Layered maps (allowing for higher ceilings, ledges, bridges, bigger environments)
I realize that some of these features could be extremely demanding projects. Outdoor environments for example would require a lot of visual work (rain/lightning animation, bushes/grass/dirt textures, etc), but would also need to address other issues such as the transition from a dungeon to the outside world...possibility of entering the outdoor map without stairs maybe, such as just walking out the door and being able to see the outside world through windows.