Aye, would be nice to have an impression.Zo Kath Ra wrote:Are there gameplay videos yet?
Druidstone: The Secret of the Menhir Forest
- Dr.Disaster
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Re: Druidstone: The Secret of the Menhir Forest
Re: Druidstone: The Secret of the Menhir Forest
What do you think the replayability of the game is? Is it a one-time "beat the game" kind of story and that's it?
Re: Druidstone: The Secret of the Menhir Forest
@petri, please add some riddles (word based), puzzles (mechanic based) and hidden-secret walls to explore.
Re: Druidstone: The Secret of the Menhir Forest
There are no gameplay videos yet. Now that the word is finally out we're planning to get back to full development mode, so videos have to wait for some time. Also we would like to get music and more sound effects into the game before we release any videos.
@MrChoke, one of the strong points of procedurally generated content is replayability. That said, there are also many scripted encounters & other things in the game to give it structure.
@eon, riddles/puzzles/secrets would indeed be a good fit
surely there will be some of them but we're still figuring out how many and which kind of them there will be in the game.
@MrChoke, one of the strong points of procedurally generated content is replayability. That said, there are also many scripted encounters & other things in the game to give it structure.
@eon, riddles/puzzles/secrets would indeed be a good fit

Re: Druidstone: The Secret of the Menhir Forest
Wow, this is big news!
I'm not a fan of procedurally generated content, but maybe you guys will be the ones to change my mind on that. I think it will be an extraordinary challenge, but my wish list is that the end product is so unique and well crafted procedurally that if I didn't know better I would have thought it was all made by careful deliberate design. So far, in my opinion, no other game (of the one's I've tried) has even come close to that.
I'm also curious about the "side" company - why not do this under the AH banner? I assume there must be tax or legal implications/reasons, maybe ownership reasons, but it seems a shame to lose out, in the marketing, on the incredible good will and name recognition AH has.
Are you using LUA again?
The art design looks impeccable so far, to be expected. It already gives off a Grimrock in 2.5d vibe, very cool!
I haven't really gotten into turn-based tactical in a long time, but I'm open to it.
I'm definitely excited about this project!
PS - I've been working on a game for Roku (of all platforms) that is very much a Grimrock/Zelda mix, 2D top down old-school. Programming for that, building the systems, has given me a whole new appreciate for what you guys have accomplished!
I'm not a fan of procedurally generated content, but maybe you guys will be the ones to change my mind on that. I think it will be an extraordinary challenge, but my wish list is that the end product is so unique and well crafted procedurally that if I didn't know better I would have thought it was all made by careful deliberate design. So far, in my opinion, no other game (of the one's I've tried) has even come close to that.
I'm also curious about the "side" company - why not do this under the AH banner? I assume there must be tax or legal implications/reasons, maybe ownership reasons, but it seems a shame to lose out, in the marketing, on the incredible good will and name recognition AH has.
Are you using LUA again?
The art design looks impeccable so far, to be expected. It already gives off a Grimrock in 2.5d vibe, very cool!
I haven't really gotten into turn-based tactical in a long time, but I'm open to it.
I'm definitely excited about this project!
PS - I've been working on a game for Roku (of all platforms) that is very much a Grimrock/Zelda mix, 2D top down old-school. Programming for that, building the systems, has given me a whole new appreciate for what you guys have accomplished!
Finished Dungeons - complete mods to play
Re: Druidstone: The Secret of the Menhir Forest
Hi Komag! Thanks for the thoughts! I have to say it's been a little surprising to me how the procedurally generated content seems to be dividing people. Myself I happen to like both approaches because they both have different strengths (and weaknesses). Currently the plan is to mix and match predetermined stuff (like encounters and rooms) and procedurally generated stuff.
The reason why Druidstone is not developed under the AH name is simply because not all owners of AH are participating in the project.
Druidstone is using Lua, although the whole game engine has been rewritten to better suit the style of programming I prefer nowadays (procedural rather than object-oriented). The new engine allows me to work even faster than before. Also it's using D3D 11 which allows improved visual effects and better performance.
I've noticed you mentioning your Roku project before. Sounds like a fun project
Good luck with it!
The reason why Druidstone is not developed under the AH name is simply because not all owners of AH are participating in the project.
Druidstone is using Lua, although the whole game engine has been rewritten to better suit the style of programming I prefer nowadays (procedural rather than object-oriented). The new engine allows me to work even faster than before. Also it's using D3D 11 which allows improved visual effects and better performance.
I've noticed you mentioning your Roku project before. Sounds like a fun project

Re: Druidstone: The Secret of the Menhir Forest
I think it can almost be likened to —not considering an android friend to be a real friend. It's an 'out there' sci-fi comparison, but I don't believe that it's [only] that the procedural content is commonly seen as simplistic in comparison to hand crafted scenarios; I think it's actually seen as less legitimate... by some.petri wrote:Hi Komag! Thanks for the thoughts! I have to say it's been a little surprising to me how the procedurally generated content seems to be dividing people.
I'm fine with procedural; and I suggested for a long time on the Bethesda forums, for the outskirts [the wasteland outside of settlements] to be procedural in FO3 & FO4 [long before either was released —and didn't have it].
Re: Druidstone: The Secret of the Menhir Forest
I think the current lever generation algorithm already at this stage of development produces pretty nice and organic levels. With the added predefined components, I'm sure it'll work out pretty well.
Follow me on Twitter: @JuhoMakingStuff
Re: Druidstone: The Secret of the Menhir Forest
- Could you make player chooses inital specific character selection and gameplay like:
*druid spellcaster (mage class)
*druid thief (stealth/backstab) - Could you make real time with pause as optional gameplay choice for people who like real time system more than turn based ?
Arcanum: Of Steamworks and Magick Obscura has dual gameplay choice but real time is not implemented smoothly.
Last edited by eon on Tue Apr 18, 2017 6:44 am, edited 1 time in total.
Re: Druidstone: The Secret of the Menhir Forest
I would bet that Troika added the realtime combat gameplay under duress. [by Activision]eon wrote:Arcanum: Of Steamworks and Magick Obscura has dual gameplay choice but real time it's not implemented smoothly.[/list]
Generally these styles are mutually exclusive; as in mutually detrimental to the other, and difficult to design combat encounters for both styles to have them work interchangeably as realtime or turn based. Turn based gameplay is not merely a delay in the action; and realtime play isn't just the lack of delay. There is more to both, and the challenge is different for each.