[MOD] The Ghost Tower of Inverness - AD&D Module
Posted: Sat Oct 13, 2012 9:37 am
I just uploaded my mod to Nexus. I unfortunately purchased LoG through GoG instead of Steam as I should have and cannot use Steamworks. However, anyone can access Nexus.
http://grimrock.nexusmods.com/mods/45
Goal: I wanted to adapt a classic dungeon crawl from an Advanced Dungeons & Dragons module from the 70s and 80s into LoG to see if the assets given were adequate to sufficiently create a version that complimented the module. I chose The Ghost Tower of Inverness because it was a unique tournament module that had a little more of a lean towards puzzles than combat.
I had to get a bit creative on some of the levels, but I am very happy that the module is really accurate. In fact, the dungeon is, I believe, practically the exact scale, square-to-square, though I might have missed a square here and there.
I did not include any fancy scripting as it's over my head. I just used the connectors and logics the editor provided. I've ran it several times, and I believe it is pretty challenging at first but quickly becomes quite easy with combat. It's purely there to enjoy.
I have thick skin as a graphic designer. I take criticism, even harsh, well and encourage it. Thank you
EDIT: Also expect the game to take perhaps an hour at most, closer to 20-30 minutes unless you are stumped on some of the secrets. I wanted to make the module a short one so they could get through it briskly and move on without being bogged down for hours doing repetitive levels.
http://grimrock.nexusmods.com/mods/45
Goal: I wanted to adapt a classic dungeon crawl from an Advanced Dungeons & Dragons module from the 70s and 80s into LoG to see if the assets given were adequate to sufficiently create a version that complimented the module. I chose The Ghost Tower of Inverness because it was a unique tournament module that had a little more of a lean towards puzzles than combat.
I had to get a bit creative on some of the levels, but I am very happy that the module is really accurate. In fact, the dungeon is, I believe, practically the exact scale, square-to-square, though I might have missed a square here and there.
I did not include any fancy scripting as it's over my head. I just used the connectors and logics the editor provided. I've ran it several times, and I believe it is pretty challenging at first but quickly becomes quite easy with combat. It's purely there to enjoy.
I have thick skin as a graphic designer. I take criticism, even harsh, well and encourage it. Thank you
EDIT: Also expect the game to take perhaps an hour at most, closer to 20-30 minutes unless you are stumped on some of the secrets. I wanted to make the module a short one so they could get through it briskly and move on without being bogged down for hours doing repetitive levels.