[DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

aaneton wrote: Please add me to (end of) that list of, my room #9 is also completed, all I need to do is implement it to the main file, which should not take long once I get the file. (however I will not do it during 1st May celebrations here ;) )
Noted!
aaneton wrote:Just to clarify: should a swirl key be the reward at every room for progressing?
Exactly, that's what everyone decided a while ago in this thread. Every four rooms, there's a row of three iron doors preventing further passage, and they require swirls keys to open. So if players do all rooms, they'll end up with 1 extra key every 4 rooms. So for every group of 4 rooms we need some kind of special area or zone.

We thought of waiting until most rooms on a floor are done to see where we can fit these, as not everyone will use the full three floors. The bonus I did was in the center so it didn't matter.

BTW, if aynone wants to change a little the architecture outside your room, or put in a small secret, some basic obects, in alcoves/small rooms around the main corridors, go ahead! We also need volunteers eventually to do special areas outside their room...
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mahric
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by mahric »

Just received the room, wll be putting it in this evening and tomorrow.
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
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SpiderFighter
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by SpiderFighter »

Good to see this zipping along! Also a bit scary, as my free time has dropped pretty much to nil lately, but still..awesome job, guys.

My bottom floor should be free for a secret area. I was thinking about triggering it from within the main puzzle of my room but, honestly, I may not have time.
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JohnWordsworth
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by JohnWordsworth »

I quite like the bits in the main game where you have only one special key and 3 doors to choose from. If the doors are each a portcullis then we give the player the chance to pick their prize, so that they get something useful to them, without us giving out loads of awesome treasures at each stage.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

That's a very good idea, we could could have 3 of these, once for each floor! :D

We should put some kind of script to prevent players from using all their swirl keys in a treasure room and not being able to progress, but still allow them to come back potentially and use another swirl key to get additional treasure. "The key bends itself impossily and seems to refuse to enter the lock. Maybe some dungeon magic requires it somewhere else first". Or "As you approach the key near the lock hole, you suddenly stop your hand. You do not know why, but you are sure you need to keep it for another lock for now".
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JohnWordsworth
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by JohnWordsworth »

Or we can put the treasure room after the 3 gates at the end of the level (then they will only ever have 1 potential key to use). :p
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

JohnWordsworth wrote:Or we can put the treasure room after the 3 gates at the end of the level (then they will only ever have 1 potential key to use). :p
But they could get back with keys from the next group of 4...

Hmmm. Treasure room with 3 rooms placed in the 3rd block would ensure they would have 3 spare keys. So, if my math is OK, treasure rooms would be safe be in "tiers" 3 & 6, but then that's only 2 treasure rooms.

That could be fine, or we put in some kind of mechanism to control key usage, and put 3 treasure rooms. What do you guys think?
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JohnWordsworth
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by JohnWordsworth »

Ahhhh - I see what you're thinking now. Sorry, an assumption that was in my head but I didn't explicitly state was that every zone would have it's own type of key (Spiral first, Blue gem key second etc). But all of the solutions work :)
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Diarmuid
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

Hey guys, I need to check wheter a light spell is active or not for the cube's room, and probably others might want that too. I created a lightTracker script a long while ago (link: viewtopic.php?f=14&t=4333&start=10) which was keeping track of what light/dark spells the party cast. I'll update it so that it has two main functions to get that info:

lightTracker.getLightLevel() returns a numerical value from -600 to 600, showing how much time remains to a darkness/light spell.
lightTracker.getLightState() returns true or false, checking if there is light based on the presence or not of active light spells and/or lit torches in hand.

As this was a while ago, do we have any more modern solution? If not I'll just put that script in, and everyone'll be able to use it.
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mahric
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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by mahric »

Just posted my room in dropbox, so the next room can be entered.

It's a no-fighting, only puzzle room with just a little food as reward (and ofcourse the swirl key), but little else.
There are plenty of spots where items can be placed though, so during the balancing phase stuff can be added if needed.

If you test my room please send me a pm how you like it (and possibly any bugs you might find).
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
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