LoG II - What we know

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Leki
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LoG II - What we know

Post by Leki »

What we can see:

IMG 1
- Multi monster AI (skeleton knight with 2 swords for melee, leaved them thrusted into floor for a while to cast 2h spell)
- Multi floor level design (no more levels, but only areas?), accesable by ladder(for up only? or up/down?) or jump(for down) od stairs (will flayers move in 3 ways?, will walkers change floor level?)
- Full 3d movement (party and monsters can walk under bridges)
- chests (keys?, riddles?, force?)
- standard plates, alcoves and levers
- custom levers and switches (sinkstones + custom animation)
- static wall lights
- what else you can see?

SpoilerShow
Image


IMG 2 and 3
- Frog is big monster, but it still looks like one cell monster
- Underwater levels (ladder leading under water, waterbreathe spell or items?)
- Long distance view and big multicell decorations models support (mountain rock and bulding)
- Extended alchemy and Gathering (mushrooms)
- out cell objects (bridge pillars)
- what else you can see?

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Image

Image
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chaoscommencer
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Re: LoG II - What we know

Post by chaoscommencer »

Looks like they have a weight-counter-weight system for operating who knows what. Notice the two large boulders with chains. Those would essentially be large paired custom levers. Cool and "heavily" used for ancient mechanical systems anyways though ;) (for portcullises and large stone-slab-based secret doors and such).
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
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odinsballs
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Re: LoG II - What we know

Post by odinsballs »

looking at the overall picture i wager, they certainly must have addressed the lightning issues from log 1, so various engine overhauls, i'd say ;)
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germanny
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Re: LoG II - What we know

Post by germanny »

Sun/moonlight shadows?

.. and they´ve stolen my woodbridge-idea :cry: :)
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Diarmuid
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Re: LoG II - What we know

Post by Diarmuid »

From previous posts, we know that there are scripted "smart" objects. For example, that brige is drawn accross a number of cells, and it spawns beginning, middle and end parts automatically depending on the length.
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Leki
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Re: LoG II - What we know

Post by Leki »

Diarmuid wrote:From previous posts, we know that there are scripted "smart" objects. For example, that brige is drawn accross a number of cells, and it spawns beginning, middle and end parts automatically depending on the length.

Hmm... I am not sure if I like this kind of "smart objects"... I preffer flag for object that it's bridge, so I can do with "what I want"... Hope it's only lack of info and there is not a limit for crossings, curves, dead ends etc
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Diarmuid
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Re: LoG II - What we know

Post by Diarmuid »

Leki wrote:
Diarmuid wrote:From previous posts, we know that there are scripted "smart" objects. For example, that brige is drawn accross a number of cells, and it spawns beginning, middle and end parts automatically depending on the length.

Hmm... I am not sure if I like this kind of "smart objects"... I preffer flag for object that it's bridge, so I can do with "what I want"... Hope it's only lack of info and there is not a limit for crossings, curves, dead ends etc
As long as the "scriptable" system is flexible it can be quite cool for modding, especially for releasing "plugin" assets for the community like you do.
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Leki
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Re: LoG II - What we know

Post by Leki »

Diarmuid wrote:
Leki wrote:
Diarmuid wrote:From previous posts, we know that there are scripted "smart" objects. For example, that brige is drawn accross a number of cells, and it spawns beginning, middle and end parts automatically depending on the length.

Hmm... I am not sure if I like this kind of "smart objects"... I preffer flag for object that it's bridge, so I can do with "what I want"... Hope it's only lack of info and there is not a limit for crossings, curves, dead ends etc
As long as the "scriptable" system is flexible it can be quite cool for modding, especially for releasing "plugin" assets for the community like you do.
Yes, I know the potential of "scriptable objects" and I like it a lot :-)
My point was the "bridge" - hope there is not a limitation in navigation for the monsters/party on the "bridges" - so it must be made in "bridge start and end point and only straight" way etc.
You know - the nav in 2D and full 3D is a little bit different story. And because we can see only "simple bridges" atm... It looks that there is a main floor level and you can "dig" the one level lower floor in the scene and make bridges on main floor level over it. Crossing etc means, that there must be a "full cell pillar" etc. You allse cannot make 3 floors in one scene or force monsters to change them (maybe flayers will do that) - well, I already can imagine ways how to do it, but it will be our mission :twisted:
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Drakkan
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Re: LoG II - What we know

Post by Drakkan »

I think quite important is to mention - day to night cycle - as mentioned in theblog. I am curious if we can hope in some beatuifull sunsets for example as well. And also if some basic weather conditions will be included in editor, like rain/storm with swamp tileset would be awesome !
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