Non-linear level structure?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Non-linear level structure?

Post by Komag »

Yeah, I think that's probably a good solution then :)
Finished Dungeons - complete mods to play
User avatar
SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: Non-linear level structure?

Post by SpiderFighter »

Komag wrote:Yeah, I think that's probably a good solution then :)
Although...I seem to remember seeing a script bouncing around in here that turned a scroll into a working timepiece. I wonder if it'd be possible to make a journal that we could write to/alter with in-game scirpts? I could definitely use something like that...can't seem to find the post though.
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Non-linear level structure?

Post by HaunterV »

I want a way to kill teh minimap or rename the floor names to suit my needs.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
undeaddemon
Posts: 157
Joined: Fri Mar 02, 2012 3:38 pm

Re: Non-linear level structure?

Post by undeaddemon »

I really think it would be useful if we could just disable the auto-map telling the player what "level number" they are on. I mean.. if you start them on 5, I wish I could prevent them from "knowing" they can go up... so to speak.
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Non-linear level structure?

Post by HaunterV »

is there a way to force old school mode?

and i cant remember but does the map always say Level 1: such n such or can we get it to say only such n such.
if we can then there is no issue in my mind.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
Kuningas
Posts: 268
Joined: Wed Apr 11, 2012 10:29 pm
Location: Northern Finland

Re: Non-linear level structure?

Post by Kuningas »

I think old-school mode still shows the level.

Does the save screen? I am not around the game right now, but I remember it shows the title of the level, can't remember the number.

Eliminating the numbers (when necessary) would be a welcome addition, and I can imagine it wouldn't be too hard even.
BASILEUS
User avatar
Soaponarope
Posts: 180
Joined: Thu Oct 04, 2012 3:21 am

Re: Non-linear level structure?

Post by Soaponarope »

Old-school mode will still show level on your save game. Problem with making a game forced old school mode though(besides that I have no idea how) is that your then making your game for a select group of people, likely turning off anyone new to the genre. I have made mistake of making a game too hardcore in the past.

I liked the idea of having the old school mode on or off when I first saw Grimrock. You can tell people its best played on old school, but should be still up to them. I know many players will give up quickly if they get too lost. For instance, in the mod I'm making now the automap may kind of give away some puzzles, but these puzzles may be too difficult for a lot of gamers anyway, and the choice is always there if want to turn the map off and have no such hints.
Post Reply