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Re: Non-linear level structure?

Posted: Wed Oct 17, 2012 10:39 pm
by Komag
Yeah, I think that's probably a good solution then :)

Re: Non-linear level structure?

Posted: Thu Oct 18, 2012 12:11 am
by SpiderFighter
Komag wrote:Yeah, I think that's probably a good solution then :)
Although...I seem to remember seeing a script bouncing around in here that turned a scroll into a working timepiece. I wonder if it'd be possible to make a journal that we could write to/alter with in-game scirpts? I could definitely use something like that...can't seem to find the post though.

Re: Non-linear level structure?

Posted: Fri Oct 19, 2012 7:50 pm
by HaunterV
I want a way to kill teh minimap or rename the floor names to suit my needs.

Re: Non-linear level structure?

Posted: Thu Dec 13, 2012 10:54 pm
by undeaddemon
I really think it would be useful if we could just disable the auto-map telling the player what "level number" they are on. I mean.. if you start them on 5, I wish I could prevent them from "knowing" they can go up... so to speak.

Re: Non-linear level structure?

Posted: Thu Dec 13, 2012 11:14 pm
by HaunterV
is there a way to force old school mode?

and i cant remember but does the map always say Level 1: such n such or can we get it to say only such n such.
if we can then there is no issue in my mind.

Re: Non-linear level structure?

Posted: Thu Dec 13, 2012 11:41 pm
by Kuningas
I think old-school mode still shows the level.

Does the save screen? I am not around the game right now, but I remember it shows the title of the level, can't remember the number.

Eliminating the numbers (when necessary) would be a welcome addition, and I can imagine it wouldn't be too hard even.

Re: Non-linear level structure?

Posted: Fri Dec 14, 2012 2:28 am
by Soaponarope
Old-school mode will still show level on your save game. Problem with making a game forced old school mode though(besides that I have no idea how) is that your then making your game for a select group of people, likely turning off anyone new to the genre. I have made mistake of making a game too hardcore in the past.

I liked the idea of having the old school mode on or off when I first saw Grimrock. You can tell people its best played on old school, but should be still up to them. I know many players will give up quickly if they get too lost. For instance, in the mod I'm making now the automap may kind of give away some puzzles, but these puzzles may be too difficult for a lot of gamers anyway, and the choice is always there if want to turn the map off and have no such hints.