well I could create maps and the level controls
but I am not much of a 3d modeller for walsets and monsters
Maps (walls, doors, dungeon objects in general) are already converted from the original. The first 3 levels are almost complete regarding dungeon mechanics: locks can be opened, buttons do what they were supposed to do, plates work etc. We do not have that for levels 4-12. (Level 4 was somewhat started). Feel free to get the source version (link in my signature) and start playing around. If you update something, feel free to send me updated version. I'll check it into the repo.dm04 wrote:well I could create maps and the level controls
but I am not much of a 3d modeller for walsets and monsters
Excellent! Welcome! As for responding to the call of arms, I'm completely booked up with my day job. I have a very aggressive project to deliver by early November. I'm unlikely to contribute anything until then.Grimbold wrote:Hi Everyone,
I'm new to this forum. I just wanted to say that I have started to develop this mod further. I am working on level 4. My primary skill is programming, although I am still learning the specifics of the Grimrock modding system. So, I just wanted to say hi and also use this as a call to arms of sorts. If anybody else is interested in helping, in whatever capacity they can, that would be great.
I did code invisible, silent teleports that move you around. It is not fluent - player definitely notices that sometihng has changed. So there's definitely area for improvement there.Isaac wrote:Level 4 is interesting, as it contains an overlapping map that leaves the grid in the south, and re-enters it in the north.
It's been on hold since I started the ORRR2 mod. I'm trying to decide if I want to finish it for LoG, or convert it to LoG2. I don't have the wall sets done yet, but I don't expect any problems with that; I've done wall-sets before. I do have several EoB levels mapped out, and four of the levels are largely playable ~minus the custom monsters.thomson wrote:Isaac, a long time ago you mentioned that you're developing EOB1 recreation on your own. How is it going?
Honestly... I still want to do it myself... but before my ORRR2 participation, I wouldn't have given it fair consideration; now in the middle of the ORRR2, I have to say that this mod has been a good experience, and lot of fun to work on as a group. Perhaps I am no longer so adamantly against not completing the EoB mod solo. But I can't touch any of it until at least November, when I ~presumably will have more time dedicate to it; [seasonal business takes precedence, and I'll be too busy until after Halloween].I asked you back then if you are interested to join efforts. You weren't at that time. Perhaps you can reconsider? I'm afraid that we may end up with 3 failed attempts (the third one being the one on Steam lead by Nicholas Hadrian, he admitted that his team fallen apart).
We have quite a few new features in GIT that are not uploaded to steam/nexus:djoldgames wrote:I am able to make and upload new version, when we have some new stuff in the GIT version. If you've anything new, please write post here (screenshots will be fine).