Doc's Suggestions
Posted: Wed Nov 07, 2012 6:54 pm
I would like to make a serious case for my suggestions below, that the devs may think hard about them. I'm not taking credit, as these ideas and opinions are too common. But I would like to argue for these things, because I think they can seriously affect the future popularity of Legend of Grimrock. So here goes:
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Tilesets:
Cave tileset is a given. Caves are so widely used in RPGs and I was surprised to not see caves in LoG. The game is great nonetheless, but a cave tileset is often seen as a benchmark feature for a solid RPG. A cave also fits perfectly with the "start with no gear" paradigm - e.g. the start of TES2 Daggerfall or similar starting plots - and it allows for a much wider range of plot ideas to make sense.
Open Sky tileset, whether forest, ruins or otherwise. This is another nail, IMO. Imagine how modders can create plots that now include an outside area. I think it's pretty important. If I had to choose between ruins and forest, I'd pick forest because it's more widely used in RPGs compared to ruins. EoB2, Lands of Lore, NWN (Bioware) and most other RPGs use forests as a major plot device. I wouldn't mind ruins though, like the ruins of Myth Drannor in EoB3.
Here's some ideas for forest wallset functionality:
* Tree walls
* Vines and branches work like buttons
* Fenced gates (to mimic doors and portculles)
* Bush destructibles (like barrels)
* Water puddle (similar entity as floor dirt)
* Bear trap (new logic item that damages party or monster activating it)
* Bird's nest (works like eye socket)
* Wooden alcove
Not to mention tons of additional stuff that Almost Human could design to really make the new feature stand out, such as all-new monsters (giant insects, humanoids, Treants, wolves and more).
Weapons and Armor:
+X ability, i.e. Platemail +1 or Longsword +2. This is a well used mechanic that RPG makers use to create weapon variety without having to design unique models and names. I'm sure that such a feature can easily be added in the Dungeon Editor. For instance, each +1 would give weapons +1 attack or armor +1 protection. The bonus could range between 1 and 10, like in D&D games.
More gear:
Short sword - great for an early game swordfighter. I felt that the Machete was slightly OP to hand out for level 1 swordsmen, and a dagger/knife alone lacks variety.
Armorset of Anu - Lurker and Valor armor sets are nice uniques for rogues and warriors, respectively. But what about mages? Behold Anu and his hat, armor, gloves and boots. They'd give +resistances amd minor evasion as well as some energy consumption bonuses.
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So, why not just mod these things myself? The reason is because some features deserve to be presented to the general audience, not just the people who download mods. Whether it's my suggestions or some other things, these are features who are so definitive of a genre that they can affect the overall playability, and therefore the popularity, of a given title.
So am I right or wrong? What would you suggest to the devs, if you had to choose 1 thing?
Discuss.
--------------------
Tilesets:
Cave tileset is a given. Caves are so widely used in RPGs and I was surprised to not see caves in LoG. The game is great nonetheless, but a cave tileset is often seen as a benchmark feature for a solid RPG. A cave also fits perfectly with the "start with no gear" paradigm - e.g. the start of TES2 Daggerfall or similar starting plots - and it allows for a much wider range of plot ideas to make sense.
Open Sky tileset, whether forest, ruins or otherwise. This is another nail, IMO. Imagine how modders can create plots that now include an outside area. I think it's pretty important. If I had to choose between ruins and forest, I'd pick forest because it's more widely used in RPGs compared to ruins. EoB2, Lands of Lore, NWN (Bioware) and most other RPGs use forests as a major plot device. I wouldn't mind ruins though, like the ruins of Myth Drannor in EoB3.
Here's some ideas for forest wallset functionality:
* Tree walls
* Vines and branches work like buttons
* Fenced gates (to mimic doors and portculles)
* Bush destructibles (like barrels)
* Water puddle (similar entity as floor dirt)
* Bear trap (new logic item that damages party or monster activating it)
* Bird's nest (works like eye socket)
* Wooden alcove
Not to mention tons of additional stuff that Almost Human could design to really make the new feature stand out, such as all-new monsters (giant insects, humanoids, Treants, wolves and more).
Weapons and Armor:
+X ability, i.e. Platemail +1 or Longsword +2. This is a well used mechanic that RPG makers use to create weapon variety without having to design unique models and names. I'm sure that such a feature can easily be added in the Dungeon Editor. For instance, each +1 would give weapons +1 attack or armor +1 protection. The bonus could range between 1 and 10, like in D&D games.
More gear:
Short sword - great for an early game swordfighter. I felt that the Machete was slightly OP to hand out for level 1 swordsmen, and a dagger/knife alone lacks variety.
Armorset of Anu - Lurker and Valor armor sets are nice uniques for rogues and warriors, respectively. But what about mages? Behold Anu and his hat, armor, gloves and boots. They'd give +resistances amd minor evasion as well as some energy consumption bonuses.
--------------------
So, why not just mod these things myself? The reason is because some features deserve to be presented to the general audience, not just the people who download mods. Whether it's my suggestions or some other things, these are features who are so definitive of a genre that they can affect the overall playability, and therefore the popularity, of a given title.
So am I right or wrong? What would you suggest to the devs, if you had to choose 1 thing?
Discuss.