"lack of" custom monsters

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Post Reply
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

"lack of" custom monsters

Post by kelly1111 »

Are there modders out there that have new monsters made ? And if so , will they be shared with the community ?
User avatar
gambit37
Posts: 218
Joined: Fri Mar 02, 2012 3:40 pm

Re: "lack of" custom monsters

Post by gambit37 »

I've only just got into Grimrock modding, and I agree that there's a lack of good custom monsters. Of course, it's easy to see why: the skills/talent required to make new custom monsters from scratch is considerable, and it's likely way too much work for the amateur hobbyist modder.

Good custom monsters will likely only happen through collaboration. We need people with a broad set of skills: modelling, rigging, skinning, animating, programming. The trouble is that anyone with those sorts of skills is likely already working on their own projects, or too busy working in a game studio. The requirements are just too steep for most hobby modders for a niche game like this. Grimrock isn't mainstream enough to encourage the sorts of custom monster mods that we see in other games.

I have been looking at some of the models available on TurboSquid to see if they could be converted to Grimrock. But even though there are many models that have rigs and animations already created, I don't have the 3D skills to convert that into Grimrock. And those models are expensive too.

I would love to be proved wrong though... so, are there any modellers working on custom monsters for Grimrock? And if so, can any of the rest of us help you out...?
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: "lack of" custom monsters

Post by minmay »

Requiem for Kraken's Arm has a few monsters with new meshes and a lot of new animations. They'll be shared when the mod is released but not a second earlier.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
THOM
Posts: 1281
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: "lack of" custom monsters

Post by THOM »

Let me guess: the realease is uncertain...
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: "lack of" custom monsters

Post by minmay »

No, it will certainly be released.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: "lack of" custom monsters

Post by FeMaiden »

i've played mods where people have like...custom made slimes that have lightning frost or fire elements on them, and they attack the player with magic bursts...but I guess maybe you could just use clever scipting or modifying existing assets to do that?
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: "lack of" custom monsters

Post by Drakkan »

FeMaiden wrote:i've played mods where people have like...custom made slimes that have lightning frost or fire elements on them, and they attack the player with magic bursts...but I guess maybe you could just use clever scipting or modifying existing assets to do that?
yes all these modifications are quite easy to done, just replacing materials or messing with components. But this thread is about completely new custom monsters and from this point I completely agree with what gambit37 said.
Breath from the unpromising waters.
Eye of the Atlantis
Post Reply