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Thinking about future updates/improvements

Posted: Mon Oct 27, 2014 11:57 am
by Ciccipicci
I finished Log2 100% and I can say that is a LEGENDARY game. I loved Log but this sequel is what I hoped for since the beginning. But that's not the point. This is my personal list of improvements that I really like to see one day in Log (maybe in future expansions... THAT map I'm sure it's there for them :D )

Feel free to add your suggestion too!

Here's mine:

UI & Characters

- A page for Alchemist like the traits one of the mage where all the spells learned are listened for the receipts.
- A dedicated slot for the Alchemist only for the pestel. (I found annoying put/leave pestel in slots, even if this can be viewed as choice of gameplay).
- A bestiary CODEX like section with artwork of each monster with its traits. (We're hungry of Lore!)
- More icons for notes in the map.


World & Tilesets

- Weather improvements (Love the day/night cycle but I want rain, snow, thunderstorm, tornadoes).
- Mountain levels/tilesets (From the intro I expected to climb that mountain on the Isle but never happened).
- A more improved "Egyptian like" tileset to grant more variety.
- A better use of lava that's not present only under one grate.
- Mechanic tileset like the one in Log. The Relic. The Relic. The Relic.
SpoilerShow
When I found it under the Barren Desert,
I've thinked: where's the entrance for its Lair. But I know there isn't. Too sad.
-Villages, Cliffs, Waterfalls, Canyon like levels and tilesets.
-Castle Nex improvements/addons: I was disappointend when I discovered that the external doors, stairs, balconies are only not footable ingame and only cosmetics. That castle is bigger. Make it huge!


Gameplay & Puzzles

-Cuttable gobelins.
-Breakable Walls.
-Farm mines (let's use that Pickaxe).
-Water puzzle with gates to open/close to change its level or direction.
-Fire Walls.
-A better Hub.
-Continue playing the game after the True Ending final movie.
-An house to rest and chests to put our items/equipments sortered. It's annoying to left everywhere them.
- Elemental bullets for firearms and Elemental arrows for bows.


Traps

-Pendulum.
-Guillotine.
-Huge rollable rocks to evade (Indiana Jones docet).
-Shifting sands.
-Wall traps that press/move the characters.
-Whirpools.
-Rolling blades, spikes.
-Gun traps.
-Log traps.


Last edit: 27.10.2014

Re: Thinking about future updates/improvements

Posted: Mon Oct 27, 2014 1:07 pm
by Ixnatifual
I wonder if it would be good to have an item that when used transports the party to the Hub, or if that would be too convenient. I might make such as item for the mod I'm working on if I make a similar hub system.

A Mark/Recall type spell could also work.

Re: Thinking about future updates/improvements

Posted: Mon Oct 27, 2014 2:27 pm
by dakeefster
I also thought that a recall spell would be useful. But it could easily be exploited, for instance to escape a nasty fight. Also there were puzzles where I had to work out how to get back from somewhere, after I had already puzzled my way there. Examples
SpoilerShow
The moving pits puzzle in the cemetery. The Path of the Eagle puzzle.
I did find that it got quicker and easier to navigate around the map once I had unlocked all the areas and I think that a recall spell becomes less useful the further into the game you get.

One problem is that the hub didn't work as well as intended. I thought that I would regularly be using it to travel around, but in actuality I only used it once or twice.

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On a different note, LoG II has made me want to do something that LoG I didn't = Continue to live in the world after the game has finished. I would like to have things to do that are unlocked once the game ends. I have this amazing world that I've mapped out but now it's just empty.

Here are some ideas for a post-game:

1) A boss monster that spawns in each area and must be killed. Not a brand new model, but perhaps an uber 'named' version of an existing model.

2) Upon completing the game (correctly) you could receive a blank bestiary. Killing specific monster types would fill in this bestiary, perhaps with 2 or 3 unlocks for each monster type.

3) A 'trail of breadcrumbs' quest that leads you from location to location to find a hidden place. Perhaps with extra lore to make the time worthwhile.

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Agreeing with Ciccipicci, I would also like to see:

Weather
More interesting traps, and more of them!
A 'safe house' - a place to store items and rest safely. Although I obviously could make any lockable room a safe house, it would be nice to have a designated one.

Re: Thinking about future updates/improvements

Posted: Mon Oct 27, 2014 4:07 pm
by Sarumorpheus
Interesting ideas here.

I like the suggestion for new, yet still deadly, traps. And they could be environment dependent too, obviously, like log traps in forest areas and shifting sands in the desert places. Thinking about these particular traps I've just mentioned, perhaps the log trap could deal damage to the two characters on the side it hit and push the whole party one tile in the direction of the swing. Shifting sands could slow down the whole group, I imagine the whole area a 6x5 tile trap, while everyone is slowly sinking into the sand. The more you move, the faster you sink, so players would have to leave the trap as soon as possible. If you sink completely, you would die.

This trap variation allows some cool gameplay mechanic ideas that are fun to think about. ^^


Also nice suggestions with post-end game content, to motivate players to stick around a while more. I have not completed the game yet, so I don't know what the ending holds, but I suppose whatever content it provides could be used as "quests" for people to navigate the Isle of Nex some more.

Re: Thinking about future updates/improvements

Posted: Mon Oct 27, 2014 4:18 pm
by Depili
For a house to store items you could use the shelves in the hub :) There are 6 total shelves and you get plenty of wooden boxes and sacs to place on the said shelves.

Re: Thinking about future updates/improvements

Posted: Mon Oct 27, 2014 5:03 pm
by Ixnatifual
dakeefster wrote:I also thought that a recall spell would be useful. But it could easily be exploited, for instance to escape a nasty fight. Also there were puzzles where I had to work out how to get back from somewhere, after I had already puzzled my way there. Examples
SpoilerShow
The moving pits puzzle in the cemetery. The Path of the Eagle puzzle.
Good points. I can see how the current system avoids complications for the designer.