Sealing areas

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Karinas23
Posts: 58
Joined: Thu Jul 24, 2014 8:57 pm

Sealing areas

Post by Karinas23 »

Whats peoples opinions on putting areas into a map where you have one chance to get in. for example a secret that if you miss you cannot come back and get as i know this is never done in the main game.
Ixnatifual

Re: Sealing areas

Post by Ixnatifual »

I'm not personally a fan of it. If it's not a big deal to miss such an area, I probably wouldn't start the game over to get access. But I know some would get annoyed enough to do it.

I think it can be cool when done in a "choose your path" type situation where for example there are three doors and you can only pick one to enter. Because then you don't feel like you've missed out.
Last edited by Ixnatifual on Wed Nov 12, 2014 11:13 pm, edited 1 time in total.
minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: Sealing areas

Post by minmay »

I personally don't like it, but it was done in LoG1 mods all the time and I don't think I've seen anyone actually complain about it.
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Drakkan
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Re: Sealing areas

Post by Drakkan »

Depends on type of dungeon I guess. Personaly I do not mind such a type of secret but for player is in my oppinion better to have chance backtrack and discover all the secrets, some players want find out 100% of all :)
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jxjxjf
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Joined: Fri Oct 24, 2014 6:26 am

Re: Sealing areas

Post by jxjxjf »

I think if it's well contextualized and the player is aware of the fact that they only have one chance to enter, it could be exciting. Just so long as it's not overdone or punishes the player randomly. Or, oppositely, if it's a secret they won't know they missed anyway, why not? :lol:
GoldenShadowGS
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Joined: Thu Oct 30, 2014 1:56 am

Re: Sealing areas

Post by GoldenShadowGS »

If the player has to reload their save if they screwed up while solving a puzzle, that's bad design.
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Karinas23
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Re: Sealing areas

Post by Karinas23 »

GoldenShadowGS wrote:If the player has to reload their save if they screwed up while solving a puzzle, that's bad design.
If you dont actually understand the thread thats poor reading comprehension ;p
GoldenShadowGS
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Re: Sealing areas

Post by GoldenShadowGS »

Sealing areas for failing a puzzle or something would just make the player want to reload the save to try again.
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Lark
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Location: Springfield, MO USA

Re: Sealing areas

Post by Lark »

I like to be able to backtrack and wouldn't want to be locked out for missing it the first time. Besides, if you have really nice content in that secret, don't you want to show it off and let the players (eventually) find it? -Lark
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Isaac
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Re: Sealing areas

Post by Isaac »

Karinas23 wrote:Whats peoples opinions on putting areas into a map where you have one chance to get in. for example a secret that if you miss you cannot come back and get as i know this is never done in the main game.
There is one such place in the main game; but it might be unintentional.
SpoilerShow
Image
If you trigger this plate from outside the room, you can't get in the room again [afaik].
** For this kind of game, I do believe that it should be a conscious player choice to block off one area for access to another; rather than say... a lever puzzle that potentially breaks for the giving the wrong combination; never allowing the door to open after that.
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