Search found 8 matches
- Wed Feb 20, 2013 8:24 am
- Forum: Grimrock 1 Discussion
- Topic: Screw this game.
- Replies: 46
- Views: 49535
Re: Screw this game.
I'm pretty sure for example that it would not be impossible to one day allow full 3D exploration and combat rather then isometric movement, but I would not want it as default. While I understand what you mean having seen the impressive things people can do, I am afraid that I am almost sure that th...
- Wed Feb 20, 2013 8:17 am
- Forum: Modding
- Topic: Proving Grounds (wiz1 inspired dungeon) Released
- Replies: 7
- Views: 13335
Re: Proving Grounds (wiz1 inspired dungeon) Released
This is just me of course, but has anyone ever thought so far to rather then have monsters wondering around in corridors, put a LUA script in that chances random encounters, and when they happen, teleport the players and the creatures into custom made rooms with hazards and dead ends etc etc, and th...
- Wed Feb 20, 2013 4:20 am
- Forum: Grimrock 1 Discussion
- Topic: Just won the game - some comments.
- Replies: 20
- Views: 22087
Re: Just won the game - some comments.
The End Boss in LoG was not a disappointment.
Taking 4 people in co-op to open up the Vault in Borderlands, was a disappointment.
Taking 4 people in co-op to open up the Vault in Borderlands, was a disappointment.
- Wed Feb 20, 2013 3:02 am
- Forum: Grimrock 1 Discussion
- Topic: Screw this game.
- Replies: 46
- Views: 49535
Re: Screw this game.
Thanks for the feedback. The interface is a big part of the game design, and the rune based magic system is deliberately designed to make casting spells challenging in the heat of battle. To counter the increased challenge, high level spells do some significant area of effect damage. Changing the s...
- Wed Feb 20, 2013 2:50 am
- Forum: Grimrock 1 Discussion
- Topic: Things the devs didn't think through
- Replies: 110
- Views: 115390
Re: Things the devs didn't think through
I apologize as this is normally called "necroing a thread" in other places, but in this awesome game, I tend to call it "rehashing ideas" ... at least that's my defence. TL;DR : For a first go at a "Dungeon Master" Dungeon Crawler, I think it' spot on. Because we then g...
- Tue Feb 19, 2013 8:08 pm
- Forum: Grimrock 1 Discussion
- Topic: Custom starting Party?
- Replies: 2
- Views: 3760
Re: Custom starting Party?
My apologies. I think I more or less wanted confirmation on if those things were even possible, rather then ideas on how to code it, but yes, should of posted there.
- Tue Feb 19, 2013 6:29 pm
- Forum: Grimrock 1 Discussion
- Topic: Custom starting Party?
- Replies: 2
- Views: 3760
Custom starting Party?
Me and a group of mates, have played practically every PnP RPG that was out in the 90's. I wanted to gift Grimrock to a few people, but first, I was going to make a custom dungeon, based on some old maps/zones we actually played and created, but I also wanted to make a custom party with our old char...
- Sun Apr 22, 2012 5:16 am
- Forum: Modding
- Topic: Making smaller, custom adventures.
- Replies: 2
- Views: 4105
Making smaller, custom adventures.
If the construction kit allows players to custom design a party before entering a dungeon, then it would be possible for people to "port" their own designed dungeon from pen-and-paper modules they might have designed for games like D&D for example, and insert higher level characters wi...