Level Design Suggestion(s)

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FlashSoul
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Joined: Mon Apr 16, 2012 9:20 pm

Re: Level Design Suggestion(s)

Post by FlashSoul »

Another idea could be to allow us to drop objects (such as a rock) down a pit and wait for sound cues. If you hear nothing, the bottom is soft or really freaking far away. If you hear the sound fast and strong then the bottom is near. If it falls in water you hear a splash, etc.

I didn't like the "fall down every hole" idea in LoG1 either. You should only fall down a hole if you have reasons to believe you can gain something out of it. A parchment with a hint, a scripture on a wall... Falling in the wrong holes should be way more punishing. To avoid making things unnecessarily difficult for places where you can fall accidentally (timed puzzles for instance), these pits could be shallow while most are deep. Or something like that.
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Drakkan
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Re: Level Design Suggestion(s)

Post by Drakkan »

Just my few tips what Id like to see:

I would welcome some more "secret" buttons in different environments. I have seen many beautifll custom ones, which I wish to have also in LOg2 - Iron rings, stone bricks, rune buttons, buttons on pillars etc...

Also Id like see possibility to have some weather effect by default. As there will be outdoor areas, rain / snow will do nicely.

shops - not sure if towns / villages are planned ?

NPCs + quest + rewards - will be LOg2 again "one-straightforward" adventure ? Or there will be places where you can accept some quests (not mandatory) ?
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FlashSoul
Posts: 125
Joined: Mon Apr 16, 2012 9:20 pm

Re: Level Design Suggestion(s)

Post by FlashSoul »

Drakkan wrote: I would welcome some more "secret" buttons in different environments. I have seen many beautifll custom ones, which I wish to have also in LOg2 - Iron rings, stone bricks, rune buttons, buttons on pillars etc...
I like the idea but my fear is that it could make it too easy to miss a secret button. I know, they're secret; but that doesn't mean you should spend 1 minute facing each wall just to find them. Because that's a terribly repetitive task and it's simply not very fun. Maybe if we had a rogue/thief class to highlight slightly secrets it could be acceptable? Or searching scrolls/spells?
uggardian
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Re: Level Design Suggestion(s)

Post by uggardian »

Less "meaningless" secrets: Log1 had a lot of secrets that were like: find a secret button, and a 1x1 room opens, with some bombs or other boring stuff. I would love to see more stuff like
SpoilerShow
Vault of the dismantler.
A whole level only for the one who wants to explore more. In my opinion, the secrets should sometimes open shortcuts, tell more about the lore, reveal mysteries and optional areas.. pretty much everything that makes the secrets feel more interesting and rewarding. But of course, there should still be those "regular/boring" secrets. Just less.

I loved the way many secrets were in Log1. You had to think the "required-to-proceed" puzzles a little bit further to find a secret. That was awesome, I felt so smart after figuring one out. :) And make a lot secrets, riddles, puzzle-related. Maps. And the dragon thing was epic. The more optional stuff the better. Of course that means a lot more effort from you, but it would be worth it.

A little bit offtopic, but.. has anyone played Spelunky? Those "City of Gold" and "Hell" secrets were brilliant.
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Neikun
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Re: Level Design Suggestion(s)

Post by Neikun »

I would actually like to see more meaningless secrets, and more lore intensive secrets.
I really enjoyed the mine secret of the resting place of Lord Perel and nabbing his armour. =D
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