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Legend of Grimrock

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,940
Location
Swedish Empire
i want to remake MM1 in the engine, but are outside areas possible?
 

Kahlis

Cipher
Joined
Jun 23, 2012
Messages
408
I think teleporters can go between floors so you don't have to worry about only being able to go +/- 1 floor with stairs. You could definitely just break the outdoors up into a bunch of random maps and teleport between them that way.

As for the actual outdoors, I have no idea. I'm guessing it could be done, but the skybox may have to just be 2D. My idea was to do a city, where the wall models would maybe be twice as high as the stock dungeon walls so you could have rising doors and stuff without it looking weird. Not sure how picky the game is about custom assets though, or how you set them up.
 

Kahlis

Cipher
Joined
Jun 23, 2012
Messages
408
They're...making...new tilesets?

Welp, there goes another early-modding novelty I was hoping to cash in on. Looks great though. What I really hope they do is expand the skills/magic system (the latter can kind of be added on to in lua files, but I don't think skills can).
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,634
Well, it was included in the last Humble Bundle that sold close to 400k. Not all of those sales are with Grimrock, which had to be unlocked, but probably at least 200k - 300k were (average purchase was $6.70, which seems a bit higher than normal).

Having said that, they've still made a ton of sales.

Edit: Ah, apparently that only includes Humble Bundle purchases that were redeemed on Steam, so anyone that directly downloaded the game or who hasn't used their Steam key yet (categories I myself fall into) weren't counted.
 

Multi-headed Cow

Guest
:bounce:

Although on that note I really should get off my ass and finish Grimrock. Got to dungeon level 9 and then petered out. Don't really remember why, maybe something else was released and grabbed me or something.
 

Kahlis

Cipher
Joined
Jun 23, 2012
Messages
408
I think the game gets better from the temple tileset onward because you see less gimmick enemies like spiders and spore creatures. Not soon enough to keep most of my friends from ragequitting though.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
I almost ragequitted when I came across the blue lizards, because they respawn like crazy. And yes, they're on Level 9.
 

Multi-headed Cow

Guest
IIRC the lizard don't respawn, there are just a ton of them/a finite number that spawn. Pretty sure I killed all of them. Pretty sure. (pretty sure)
 

Micmu

Magister
Joined
Aug 20, 2005
Messages
6,163
Location
ALIEN BASE-3
Some of them respawn once or twice when you progress further into dungeon (or solve some puzzle?) but they don't respawn indefinitely.
I butchered and ate them all after I danced with them.
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
I'm 100% certain that there are respawn points for them, and I'm 100% certain that they respawn, but how much, and if it's a finite number, I cannot be sure. But there was plenty enough of them to annoy me. Finding my safe route back to a safe spot being blocked by a lizard that wasn't there 20 seconds ago got really tired really quick.
 

Kahlis

Cipher
Joined
Jun 23, 2012
Messages
408
I farmed those for a while because I was low on food and to bring my characters up a few levels. If you kill enough, one of them will eventually drop a key that you can use for loot elsewhere on the level. But beyond that I think they never stop respawning as I continued fighting them well beyond that before giving up and just running like a madman to the end.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
I'm pretty sure I cleaned that part of the dungeon, so either they are limited, or they respawn very slowly after some time.
 

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,113
They might be limited but they certainly respawn, I've been surprised multiple times by a lizard in an area I deemed secure.
 

ohWOW

Sucking on dicks and being proud of it
Dumbfuck Queued
Joined
Nov 15, 2011
Messages
2,449
So Grimrock 2 has been announced.
Will it be as shit as the first one?

I hope not!
 

Blaine

Cis-Het Oppressor
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Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
ohWOW

Legend of Grimrock featured challenging combat/overall difficulty; actual puzzles requiring thought and effort to solve; complex level layouts (many interacting with the level above and/or below) in which you can easily get lost; secrets that are at times a bitch and a half to find; nigh-mandatory light sources; management of limited resources (to a point); deadly traps; and a respectable (if fairly simple) set of game mechanics.

Let's compare that to Skyrim: Literally Press A to Win™ difficulty level; the solutions to puzzles are insultingly obvious (and typically there's a note prominently placed on pedestal in a brilliant spotlight nearby that reads TURN THE COLUMNS THIS WAY); the dungeons are simple, almost completely linear loops with treasure nooks off to the sides, all of which (including the laughably-named "labyrinth" dungeon) you can navigate while asleep at the keyboard, and ALL of which have shortcuts back to the exit after the boss room; there are few genuine secrets, and finding them isn't challenging (walk into the town containing the Thieves Guild and every townsperson shouts HAVE YOU HEARD OF THE THIEVES GUILD in your face, and soon enough you're actually forced into a conversation with the Thieves Guild quest-giver, a quest that can't be failed); the darkest nights require no light sources; there's no real management of resources unless you count potion spammming; the traps are a joke; and the game mechanics are a travesty.

It was quite annoying that LoG was a blobber, the developers really ought not to have allowed infinite respawning food snails or a spell that produces light more-or-less in perpetuity, and a few of the puzzles/secrets had retarded solutions that made no sense. It has other drawbacks, as well. It's still almost pure incline, though, but feel free to show how cool you are by dogpiling it along with the usual Codex Asperger's sufferers.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Those snails aren't really needed. Food was never an issue for me. They'd have to remove a third or so of the placed drops in the game to reach noticeable levels of scarcity. Same with lighting. Not really a scarcity of torches so worst case scenario you have one of your back row characters minus one hand equip slot. Ratcheting both of those down would have been more of an annoyance than challenge.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
Indeed, there's plenty of food without the infinitely respawning snails, even on harder difficulties. I like to hoard consumables though, so I still felt a false sense of scarcity while carrying "only" three boxes filled with food items, and twelve torches taking up unused inventory slots. The Light spell and the infinite snails killed even that false sense of scarcity, though. There does need to be time to carefully go back over levels if desired and search for treasures and secrets, but it should be limited.

The trouble with the higher difficulties is that they often just meant more Dungeon Master Two-Step, especially in the beginning. Sometimes it added genuine challenge, like with spider spam early on, but the need for adroit two-stepping was quite obnoxious in itself. I can handle reflex-based gameplay, but I don't want that kind of gameplay in a crawler. That does remind me, though: Blobby combat or no, there is definite tactical and strategic depth to how you approach most fights, and high consequences for failure. Definitely incline.

Hopefully they decide to go a turn-based route next time, although I doubt it.
 

Metro

Arcane
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Joined
Aug 27, 2009
Messages
27,792
Zero chance of that. It's not what these games are about. It would be as crazy as an FPS Fallout. :smug:
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,434
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
They are not going to do turn based. It's a Dungeon Master clone.
 

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