Legend of Grimrock
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red_avatar




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PostPosted: Wed, 18th Jan 2012 19:14    Post subject:
LMLM wrote:
I'm ecstatic this genre is getting this small revival in this great looking game. The reason the genre died wasn't because it wasn't good or popular imo, but rather because no developer had the inspiration to do it properly and thats why it became stale.

edit: maybe also the mindless but very financially successful clickety click click click of Diablo also had something to do with it also.


Actually, the reason it died, was because of a combination of things:

a) Arena and alter Daggerfall showed that full 3D worlds were more popular - Lands of Lore 2 took a lot longer to develop because they started over to move to a full 3D world as well.

b) 3D and real time combat made the grid-based movements seem pointless and outdated

c) the genre was flooded with cheap and unoriginal clones - a bit like what you're saying.

There was a lot more the genre could do but when you can have real time combat in a full 3D world, it seemed pointless to move the advanced features (like more intricate combat) into a "dying genre".

Also, these types of games really became about creating a maze - and afaik, gamers despise mazes. Automaps were often not even included.

Still, do it properly: add automap, a proper inventory, lots of items to gather, crafting, nice turn based combat, some clever spell system, a story, NPCs, team mates that speak, world interaction, etc. and you could get one brilliant game.

Grimlock looks to take a few of these but really sticking to the classic genre which worries me a bit because, while it's great to play these in a nostalgic way, they get boring very quickly.
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sabin1981
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PostPosted: Wed, 18th Jan 2012 19:16    Post subject:
I'm one of those games which hate mazes. I despise 'em, always have.
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red_avatar




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PostPosted: Wed, 18th Jan 2012 19:50    Post subject:
sabin1981 wrote:
I'm one of those games which hate mazes. I despise 'em, always have.

Same here - it's why I think Wolfenstein 3D wasn't that great a game despite its importance in gaming history. I wrote a retro review on my blog about the game and it was mostly about how taking out the map view (which was originally going to be in the game) made the game really a maze hunt - really dull and frustrating.

Mazes in games are liked by NO-ONE! And still some devs decide to stuff them inside their games *shakes head*.
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dodger2020




Posts: 3537

PostPosted: Wed, 18th Jan 2012 20:48    Post subject:
red_avatar wrote:
sabin1981 wrote:
I'm one of those games which hate mazes. I despise 'em, always have.

Same here - it's why I think Wolfenstein 3D wasn't that great a game despite its importance in gaming history. I wrote a retro review on my blog about the game and it was mostly about how taking out the map view (which was originally going to be in the game) made the game really a maze hunt - really dull and frustrating.

Mazes in games are liked by NO-ONE! And still some devs decide to stuff them inside their games *shakes head*.


I don't think Wolf 3D was a great game and its only importance was a stepping stone for ID and bringing the whole shareware thing to the forefront. Ultima Underworld came before Wolf 3D and, in my opinion, was WAY WAY more fun. Not to mention it wasn't just a raycasted game like Wolf3D.
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LMLM




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PostPosted: Wed, 18th Jan 2012 21:56    Post subject:
red_avatar wrote:
There was a lot more the genre could do but when you can have real time combat in a full 3D world, it seemed pointless to move the advanced features (like more intricate combat) into a "dying genre".


Red Avatar yes those are some good examples of why the genre died.

By more, what they did was spam huge 3d worlds with little depth or interactivity. It was Dungeon Master's interactive dungeon that still sets it apart even today. Been playing Skyrim and while it's beautiful and rather immersive, it isn't as immersive as DM or as scary, imo. Sure, they did a lot more with the genre after going 3d. A lot more spamming of repetitive content.

Oblivion was a prime example. When it first came out I installed it with excitement. Then I entered the first dungeon near the start with the rats. It was terrible, compared to DM. The combat was so dull and uninspired. The dungeon layout was bland. The textures were dull. The interactivity of the dungeon was non-existent. It didn't engage me. Skyrim is better than Obliv, no doubt, but still, the few scattered puzzles are only just starting to approach DM, imo.

red_avatar wrote:
Still, do it properly: add automap, a proper inventory, lots of items to gather, crafting, nice turn based combat, some clever spell system, a story, NPCs, team mates that speak, world interaction, etc. and you could get one brilliant game.


Some good and bad ideas in there, imo. Crafting? Yuck. NPC's? Not important and could even distract from the focus of a good dungeon crawler. Some of the modern conventions of what makes an RPG have been over done also. That includes NPC interaction, crafting, quest spamming and vast but repetitive outdoor environs.


red_avatar wrote:
Also, these types of games really became about creating a maze - and afaik, gamers despise mazes.


Yes, as I said, the genre sorely lacked inspired developers. Same thing has happened with many 'modern' 3d RPG's.


red_avatar wrote:
Grimlock looks to take a few of these but really sticking to the classic genre which worries me a bit because, while it's great to play these in a nostalgic way, they get boring very quickly.


It's all about execution. It could fail but what I've seen so far is promising!
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Wed, 18th Jan 2012 22:23    Post subject:
red_avatar wrote:
Grimlock looks to take a few of these but really sticking to the classic genre which worries me a bit because, while it's great to play these in a nostalgic way, they get boring very quickly.

Why?
Well, personally, I can play DM again and don't feel bored.
It's like LMLM said, it will depend on how the game will be executed.
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Fri, 20th Jan 2012 19:06    Post subject:
A completely bullet point free weekly update!

Quote:
Hello again! We’ve survived yet another week, despite being engulfed in a small snow blizzard for the past few days. But at least I find it refreshing since the winter this far has been exceptionally warm here in Finland… Anyways, even though I know that you’re just dying to hear more about the local weather, I’m afraid we’ll have to move on to the development update. Since I’m in a storytelling mood now I’ll avoid the usual bulleted list this time! But first, since some of you have asked what our automap looks like, here’s a screenshot. I hope I didn’t ruin the joy of discovering the early parts of dungeon level 2 for anyone! Wink The “N” on the map indicates a note that I’ve left and you can see what is written down in a note when you bring your mouse on top of it. Level three will be displayed on the other page once the player discovers it.

This week a lot of our time has been spent in numerous smaller improvements and bug fixes again but one of the more visible changes is that we have a handful of cool new decorative props in the dungeons. For a developer who spends hours upon hours staring at the game, it’s very easy to get used to how the game looks but every time you add something that brings just a little more visual flair, it always manages to take you by surprise and make the game look and feel fresh again! Smile

Juho also started sketching the “key art” of the game. This is basically what our “box art” will be but with the digital marketplaces and such the image needs to be a little more flexible since it needs to work well in multiple different cases that can have different sizes, aspect ratios and layouts. For inspiration we looked at a bunch of cover arts of various oldschool role-playing games and Juho’s big pile of art books also came in handy once again.

Our AI has recently been learning some new tricks and maneuvers and this week, we’ve managed to fill in the majority of the quickie placeholder animations with more proper animations. Also the new flying creature we mentioned about last week has been through an animation pass. It still uses the sounds from another monster but I’ll do some audio for it next week.

And as per usual, the bulk of the work lied in the multitude of smaller things like iterating the dungeons, doing some more descriptions for some of the items for added flavor and adding more special attacks for the weapons. Also, one of our slimier monsters (not the snail!) got its textures touched up. And hey, that’s it for the weekly update once again. Have a good weekend, everyone!


 Spoiler:
 
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dodger2020




Posts: 3537

PostPosted: Fri, 20th Jan 2012 22:43    Post subject:
I used to love making maps in dungeon crawlers like this. That was part of the fun for me. Found some of my old 22x22 Bard's Tale maps when I moved a couple years ago. Blast from the past. Smile
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red_avatar




Posts: 4567

PostPosted: Fri, 20th Jan 2012 23:02    Post subject:
dodger2020 wrote:
I used to love making maps in dungeon crawlers like this. That was part of the fun for me. Found some of my old 22x22 Bard's Tale maps when I moved a couple years ago. Blast from the past. Smile

Yeah I know some people enjoy making those maps but I'm not one of them.

In fact, I've been replaying Eye of The Beholder because of this and it has no automap. Let me give you an idea of what this game does:

- the maps are true mazes

- a lot of the time, a button will make a wall disappear. A WALL, not a door, a WALL. And immediately next to you but on the other side of the map

- a lot of the time, the game will teleport you without warning, turn you around, send you in another direction. Yes, you have a compass but teleporting is really not funny when you have no minimap or any other way to orientate yourself

- sometimes you need to go up a level only to go down again to reach another part of the level you can't reach

Really, the Eye of the Beholder trilogy is classic but dear LORD, without having a map on my second screen, this thing is a nightmare. A minimap would have been so much better.
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Fri, 20th Jan 2012 23:48    Post subject:
I played DM with a friend. One was making the map and the other was on mouse control. After an hour or so we would switch position.
Never map making and game playing seemed so fun. I miss those times. Sad
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W123




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Location: USA
PostPosted: Fri, 20th Jan 2012 23:57    Post subject:
JBeckman wrote:
It's a bit varied but the dungeon crawlers I've played have mostly been real-time, turn-based works just fine as well of course and is what the earliest titles used. Smile

You can probably pause also but I'm not 100% certain about that.


IMO it works fine if you're playing a single character like a lot of dungeon crawlers had you doing. But a whole party, with spells and skills etc.. in real time? too chaotic. I'm still looking forward to it as it looks great and I love a good dungeon crawl but disappointed
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Roger_Young




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Location: Portugal
PostPosted: Sat, 21st Jan 2012 00:43    Post subject:
W123 wrote:
JBeckman wrote:
It's a bit varied but the dungeon crawlers I've played have mostly been real-time, turn-based works just fine as well of course and is what the earliest titles used. Smile

You can probably pause also but I'm not 100% certain about that.


IMO it works fine if you're playing a single character like a lot of dungeon crawlers had you doing. But a whole party, with spells and skills etc.. in real time? too chaotic. I'm still looking forward to it as it looks great and I love a good dungeon crawl but disappointed

That's how we played DM and EoB (etc) and that was not chaotic.
You seem to be trapped in that idea, and believe me it's much more easier to deal than you think. That, of course, if it will be well implemented as it was in DM.
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JBeckman
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PostPosted: Sat, 21st Jan 2012 09:01    Post subject:
Those older titles I played were mostly Eye of the Beholder, Lands of Lore, StoneKeep and I think Dungeon Master 2 was also in real-time.
(And some others, judging by the above map screen though Stonekeep seems to have been some of the inspiration to that layout as it's nearly identical.)

I've also played Might and Magic and the earlier Wizardry titles however and those were turn-based initially (Though also a bit more hard-core admittedly.) and then become pseudo turn-based or what to call it. Smile
(Most of these were played on emulators as I was way to young when they were originally released but I really enjoyed them.)

Hopefully you can pause the game when needed at least though having it entirely in real-time would also be a interesting challenge.
(Depending on a ton of factors like if monsters can wander longer distances - pass obstacles like doors and traps and such - if things are randomly generated or pre-placed and how time influences the game such as for example status effects and the like, hunger and thirst even perhaps if that's even in the game, haven't followed it that much in-depth.)

EDIT: Turn based movement and combat would work fine too of course depending on implementation but as I see it either could work though for now they've went with real-time.
(Could probably be added as a option without too much adjustments or so I see it, pause after every move or action basically though that's really simplifying it.)
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Whip57




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PostPosted: Sat, 28th Jan 2012 01:51    Post subject:
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sabin1981
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PostPosted: Sat, 28th Jan 2012 01:57    Post subject:
Holy shit. That IS awesome! Shocked
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Roger_Young




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Location: Portugal
PostPosted: Sat, 28th Jan 2012 02:18    Post subject:
Indeed. Nice gesture.
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fuckit
Banned



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PostPosted: Sat, 28th Jan 2012 14:36    Post subject:
i'm a bit confused by that...

if he has to put a pencil in his mouth to type, then.... he can use a mouse with his hand but not a keyboard? missing fingers i wonder? or what?

confusing.
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shole




Posts: 3363

PostPosted: Sat, 28th Jan 2012 14:57    Post subject:
it's a tiny joystick that presumably has keyboard and mouse modes of function
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NeHoMaR




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Location: In my house.
PostPosted: Sat, 28th Jan 2012 18:21    Post subject:
This look like a remake of a very ooooolllllldddd game, that is not bad of course.


I used to be a knee like you. Then I took an adventurer in the arrow.
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Grale
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PostPosted: Sat, 28th Jan 2012 18:59    Post subject:
NeHoMaR wrote:
This look like a remake of a very ooooolllllldddd game, that is not bad of course.


That ooooolllllldddd made me feel really old. Can't believe how old i was when i bought DM for my atari st!! Laughing but a very good game..

Wish they would give a release date already.


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sabin1981
Mostly Cursed



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PostPosted: Sat, 28th Jan 2012 19:03    Post subject:
Grale wrote:

Wish they would give a release date already.


I'm with you on that. Still, at least it looks like it really is going to be worth the wait Very Happy
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Sat, 28th Jan 2012 20:11    Post subject:
Grale wrote:
That ooooolllllldddd made me feel really old. Can't believe how old i was when i bought DM for my atari st!! Laughing but a very good game...

+1
In my case it was Amiga.

Quote:
This week’s update will be a refreshing mixture of a bulleted list straight from our version control’s changelogs and some of my freeform rambling! But I’ll keep the bullet point list rather brief this time by including only a single quote from the file commit comments:
“- Added bugs (LOL)”

Anyways, besides adding bugs, we’ve been eliminating them aplenty this week. A lot of nasty ones too. For example there was a brief moment when all of our monsters were immortal but since it made the game a little too difficult, we had to fix it. Oh, and regarding difficulty, the game now has a setting for combat difficulty! If you feel like you want to concentrate more on the puzzles and adventuring and just glide through the combat, just switch it to easy! Also, keyboard bindings should work now pretty universally across any sort of keyboard, language or key and if you accidentally hit caps lock during an intense combat it won’t be a problem. The fabled “oldschool mode” that disables the automap was implemented and we’ve also added a little more spice to the spells and the key art of the game is looking mighty fine too!


Desktop Wallpaper:
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fuckit
Banned



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PostPosted: Sun, 29th Jan 2012 04:25    Post subject:
shole wrote:
it's a tiny joystick that presumably has keyboard and mouse modes of function



ah, interesting...

i thought "typing stick" was a description, not a special peripheral in all honesty.
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Sun, 29th Jan 2012 11:06    Post subject:
It would be great if this engine was used to recreate a Amiga version of Black Crypt, Eye of the Beholder I,II.
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Roger_Young




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Location: Portugal
PostPosted: Sun, 29th Jan 2012 14:13    Post subject:
There's always a chance that someone will do, if they release with some modding support features enable.
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Namarie




Posts: 707

PostPosted: Sun, 29th Jan 2012 18:17    Post subject:
They claim they will fully support modding and release tools..

Pretty sure I read that in the beginning of it.. Very Happy


Can't wait to saunder around in a proper dungeon again, I still fire up Dungeon Master on emu's, but, it isn't as fun when you know every square inch of the entire game.. Razz
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Grale
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PostPosted: Sun, 29th Jan 2012 19:07    Post subject:
Namarie wrote:
I still fire up Dungeon Master on emu's, but, it isn't as fun when you know every square inch of the entire game.. Razz


I played a DM remake just before LoG was announced on the pc, it wasn't emulated. and it held exactly true to the original, but i can't for the life of me remember which one it was Confused

But yes i have played it too many times now, LoG is what we need Razz


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dodger2020




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PostPosted: Sun, 29th Jan 2012 19:51    Post subject:
[quote="Grale"]
Namarie wrote:

I played a DM remake just before LoG was announced on the pc, it wasn't emulated. and it held exactly true to the original, but i can't for the life of me remember which one it was Confused



Return to Chaos, maybe?
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Grale
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PostPosted: Sun, 29th Jan 2012 19:57    Post subject:
Dodger that could be the one. it looks and sounds like it.

I hope LoG replicates the feeling of DM, from what i have seen i'm sure it will.


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Grale
Banned



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PostPosted: Sat, 4th Feb 2012 09:19    Post subject:
Creating legendary music for Grimrock

http://www.grimrock.net/2012/02/03/creating-legendary-music-for-grimrock/

Still no talk of a release date Sad


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