Level Design Suggestion(s)

Talk about anything related to Legend of Grimrock 2 here.
uggardian
Posts: 75
Joined: Sat May 19, 2012 5:53 pm

Level Design Suggestion(s)

Post by uggardian »

In log1 there was a training room with infinite amounts of food.

But to prevent the food from losing it's meaning, I suggest, that if you have training room in log2 it would have say a giant pot of soup as foodsource? You could drink your hunger away while being at the training room, but you can't take any food with you.
shadowmare
Posts: 22
Joined: Tue Sep 03, 2013 6:58 pm

Re: Level Design Suggestion(s)

Post by shadowmare »

I like the idea bro,

Since i realy oldshcool player.. in dungeon master 1, 2 have that kind room, so you work a lot to caster super powerfull fireballs. and train all kind attacks, its just put a lot more skills and hard to level up, i like the idea..
uggardian
Posts: 75
Joined: Sat May 19, 2012 5:53 pm

Re: Level Design Suggestion(s)

Post by uggardian »

About the pits..

I feel like falling into a pit should be quite a lot more serious matter. In Log1 I needed to jump to every single pit just to find the loot and secrets. If a secret in a pit isn't pointed clearly out there should be no secret nor useful loot down there.

Imagine that falling into pit would lead you into tight caves full of spiders and everything far beyond your level. Surviving a pit should be a real challenge even for a skilled player. And howabout falls breaking bones and making more damage?
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Level Design Suggestion(s)

Post by Dr.Disaster »

uggardian wrote:If a secret in a pit isn't pointed clearly out there should be no secret nor useful loot down there.
What do you expect, signs beside a pit stating "secret inside" or "Beware! Deathpit!"? We are talking dungeons here, not Google Street View.

Fall damage is actually not too low, surviving two+ pit jumps can be hard for new characters and the deeper the pit the higher fall+damage.
uggardian
Posts: 75
Joined: Sat May 19, 2012 5:53 pm

Re: Level Design Suggestion(s)

Post by uggardian »

One good example of a good hint was the Toorum's note near a pit. He wrote that he accidentally dropped some equipment down there. Or other way to tell it might be worth jumping down could be placing two totems/warriorstatues/something similar on both sides of the pit, so that the pit feels more important. But I would love to see pits more troublesome. Like in Eye Of the Beholder -style. And yes, I agree those hints can't be too obvious. :roll: But I feel just stupid jumping to every pit, looking for loot. Or maybe it's just me...
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Level Design Suggestion(s)

Post by JohnWordsworth »

I kind of agree. I definitely agree that I don't particularly like the 'save, jump down pit to see if it's a secret, reload' loop that sometimes comes up if/when you feel the need to explore every pit because there are no clues as to which hold secrets. I think this could be alleviated by having some subtle clues as to which pits hold treasures (when they lead to places you won't normally end up that is). But then that seems a bit too hand holdy.

Some other ways to alleviate the problem;

1. It would be super cool if you could peer over the edge of a pit and see a couple of squares from the level below. I understand that this might be a massive amount of technical work if only the current level is loaded into memory in the current model, but just saying - that would be cool and would help you determine whether it's a pit of monsters below or not.

2. It would be nice if you could anchor a rope at the top of a pit and then use it to travel up/down the pit. Maybe ropes are permanently fixed into place because you have to use up the equipment to set it into place, or maybe you can pick it up again later. Either way, would make exploring pits less like 'do I want to throw away the health, which means losing mana or food eventually, to explore another pit'?
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Level Design Suggestion(s)

Post by Dr.Disaster »

Aye, ropes FTW! :D
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: Level Design Suggestion(s)

Post by Asteroth »

2. It would be nice if you could anchor a rope at the top of a pit and then use it to travel up/down the pit. Maybe ropes are permanently fixed into place because you have to use up the equipment to set it into place, or maybe you can pick it up again later. Either way, would make exploring pits less like 'do I want to throw away the health, which means losing mana or food eventually, to explore another pit'?
This could create some iffy situations during some pit puzzles I think. Similar to the whole running onto a pit and snatching an item on the other side will falling thing, but with more and stranger applications.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Level Design Suggestion(s)

Post by JohnWordsworth »

Maybe you can only attach the rope to pits that have a natural anchor point built into the pit tile (ie. you literally take the rope from your inventory and click it onto an anchor point).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: Level Design Suggestion(s)

Post by Asteroth »

JohnWordsworth wrote:Maybe you can only attach the rope to pits that have a natural anchor point built into the pit tile (ie. you literally take the rope from your inventory and click it onto an anchor point).
Yeah, that could certainly be interesting.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
Post Reply