There's a random dungeon mod for grimrock, but what if this was a base feature of grimrock 2? Random dungeons, enemies, loot, puzzles, ect.
Personally I think it'd give grimrock 2 even more replayability outside of just custom dungeons.
Rougelike mode?
Re: Rougelike mode?
I'd just play DungeonHack.MasterworkStone wrote:There's a random dungeon mod for grimrock, but what if this was a base feature of grimrock 2? Random dungeons, enemies, loot, puzzles, ect.
Personally I think it'd give grimrock 2 even more replayability outside of just custom dungeons.
Somehow... and I'm not sure exactly how... I get the impression or hunch that infinite random dungeons would be easier to tolerate and not bore of if done more abstract than Grimrock can... IE. DungeonHack. Because Grimrock would be depicting these infinite random mazes in fairly realistic detail. I honestly think it would become tiring.
Re: Rougelike mode?
While it's a cool idea, we've come to the conclusion that it's better if we put all of our effort into the main campaign. With the Grimrock 2 modding tools, making a randomly generated dungeon should be somewhat easier and more flexible than in Grimrock 1 since the basic layout of the dungeon is not such a static entity anymore. 
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Re: Rougelike mode?
That's for mods are for. Alternative stories, etc...
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- Dr.Disaster
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Re: Rougelike mode?
You are right Isaac.Isaac wrote:I'd just play DungeonHack.MasterworkStone wrote:There's a random dungeon mod for grimrock, but what if this was a base feature of grimrock 2? Random dungeons, enemies, loot, puzzles, ect.
Personally I think it'd give grimrock 2 even more replayability outside of just custom dungeons.
Somehow... and I'm not sure exactly how... I get the impression or hunch that infinite random dungeons would be easier to tolerate and not bore of if done more abstract than Grimrock can... IE. DungeonHack. Because Grimrock would be depicting these infinite random mazes in fairly realistic detail. I honestly think it would become tiring.
In 1993 the EoB publishers came along with DungeonHack, using a modified EoB3 engine. I got it because i expected something similar to the EoB series, obviously with less story but a much deeper dungeon which suggested longer fun playing.
Well what can i say .. DungeonHack massively failed my expectation. The infinite(?) number of random generated maze-like maps filled with increasingly difficult monsters might have made a nice rogue-like or hack-n-slash but not a dungeon crawler, especialy when bound by AD&D rules. Without any kind of story or puzzles or goal playing was reduced to walking the automap and slaying everything in sight without getting your solo character killed. After about 20 floors i got horribly bored and never touched DungeonHack again. It still sits on my game box shelf as a reminder how a dungeon crawler is not done.
Due to this experience feature lines like "xxx has/adds an infinite dungeon" that end up in pointless floor sweeps do not attract me. If it's ment as a challenge the Arena part of ORRR2 is far more attractive in that matter. There i actually liked to see how far i could push my party and come out victorious.
- JohnWordsworth
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Re: Rougelike mode?
I feel a challenge coming on for a LoG2 mod... :p
It's not really 'infinite' per-se, but I've always thought that a random dungeon generated in a kind of "Warhammer Quest" (decks of cards) kind of way would actually make for quite a fun dungeon with plot and the potential of puzzles. i.e. instead of just carving out completely random dungeon designs for 50 floors in a Dungeon Hack style, you could have.
1. A fixed over-arching plot.
2. Each floor has a theme and/or a couple of puzzles picked from a list.
3. Each floor starts with a stair-case but then the rooms are picked like cards from a pre-defined list of pieces. You know which bits come first, so can place puzzle components in the earlier rooms for later rooms that might need them. You'd need to make sure each puzzle room could only be picked once/twice in a dungeon - combat/generic rooms can be picked more.
4. Certain floors for the plot line are always fixed (the first, middle and last floor for instance).
This obviously makes it a lot more work. And to be honest, I'd be more inclined to do what AH have done if I ever make my own full mod - have a cool story and finely tune everything around the plot. Still, I would play a mod if it promised to make a dungeon randomly like the above. I wouldn't play a DungeonHack clone, because I want more than just combat over and over. (Just my opinion).
It's not really 'infinite' per-se, but I've always thought that a random dungeon generated in a kind of "Warhammer Quest" (decks of cards) kind of way would actually make for quite a fun dungeon with plot and the potential of puzzles. i.e. instead of just carving out completely random dungeon designs for 50 floors in a Dungeon Hack style, you could have.
1. A fixed over-arching plot.
2. Each floor has a theme and/or a couple of puzzles picked from a list.
3. Each floor starts with a stair-case but then the rooms are picked like cards from a pre-defined list of pieces. You know which bits come first, so can place puzzle components in the earlier rooms for later rooms that might need them. You'd need to make sure each puzzle room could only be picked once/twice in a dungeon - combat/generic rooms can be picked more.
4. Certain floors for the plot line are always fixed (the first, middle and last floor for instance).
This obviously makes it a lot more work. And to be honest, I'd be more inclined to do what AH have done if I ever make my own full mod - have a cool story and finely tune everything around the plot. Still, I would play a mod if it promised to make a dungeon randomly like the above. I wouldn't play a DungeonHack clone, because I want more than just combat over and over. (Just my opinion).
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Re: Rougelike mode?
You know the results for this already; you worked on one ~~It would be the ORRR2 redone. And it could be well done.JohnWordsworth wrote:1. A fixed over-arching plot.
2. Each floor has a theme and/or a couple of puzzles picked from a list.
3. Each floor starts with a stair-case but then the rooms are picked like cards from a pre-defined list of pieces. You know which bits come first, so can place puzzle components in the earlier rooms for later rooms that might need them. You'd need to make sure each puzzle room could only be picked once/twice in a dungeon - combat/generic rooms can be picked more.
4. Certain floors for the plot line are always fixed (the first, middle and last floor for instance).
This could be the ORRR3, and the design could be such that 50 modders could each make a room ~in the deck, and the mod picks randomly from the deck to assemble the dungeon. The key element though would be to decide upfront whether to make the mod's adventure is to be short or long, and the reason being that a short mod would not use the whole deck, but each time you play... it would be completely different; while the long one could use the whole deck, but each new game would shuffle the entire dungeon; if made as a one way forking path, the player might rarely explore all of it, but if they played it again the path would be different and lead them through different rooms each time.
* Because of the nature of it, -let's plays- would rarely depict the experience of those who watch them.
- Chimera005ao
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Re: Rougelike mode?
Woah... suddenly I just pictured Betrayal at House on the Hill (I don't know anything about Warhamer Quest), where you build up the dungeon as you go, then at a certain event your objective becomes clear and you succeed or die. : 3It's not really 'infinite' per-se, but I've always thought that a random dungeon generated in a kind of "Warhammer Quest" (decks of cards)
I wonder how possible THAT would be.