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Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 5:29 pm
by spectre900
petri wrote:There are no elves, orcs, dwarves or furries in the world of Grimrock. That's just the way it is.
*adds elf, dwarf, orc and a furry to custom party* Now there is!

On a more serious note, I'm actually glad the usual stereotype fantasy character aren't in the game, or ever will be in the game.

One thing I sorta missed in LoG 2 where those puzzles you have to figure out yourself, it kinda lacked those "aha!" moments when you finally figure something out. it did have some, but it wasn't enough of them. Too many "code" puzzles.

Also auto mapping is too good so I was thinking, what if the map is really dark and you need torches or a light source to read it? Like if you are in a dark dungeon and is holding a torch, your mouse cursor illuminates the map with the light flickering in the dungeon draft, and if you are outside in the daylight the map is nice and bright. Standing near a light source would provide some extra illumination for the map as well, like a lantern or light shaft. It would feel pretty immersive I think.

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 5:39 pm
by Saice
spectre900 wrote: Also auto mapping is too good so I was thinking, what if the map is really dark and you need torches or a light source to read it? Like if you are in a dark dungeon and is holding a torch, your mouse cursor illuminates the map with the light flickering in the dungeon draft, and if you are outside in the daylight the map is nice and bright. Standing near a light source would provide some extra illumination for the map as well, like a lantern or light shaft. It would feel pretty immersive I think.
If you dislike auto mapping just use the old school option.

Light sources for reading would be ok but I'd rather have it more of a yes/no setup I'm not about to spend time moving my mouse all over my map to see stuff. If you have light source you can read you map if you don't have a light source you can not. That would be fine.

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 6:32 pm
by notreally
Some sort of pet class would be cool. Like different animals or even golems and elementals. They'd have some different mechanics for XP, skills, and equipment, but otherwise function the same as other party members.

More spells!

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 7:47 pm
by spectre900
Saice wrote:
spectre900 wrote: Also auto mapping is too good so I was thinking, what if the map is really dark and you need torches or a light source to read it? Like if you are in a dark dungeon and is holding a torch, your mouse cursor illuminates the map with the light flickering in the dungeon draft, and if you are outside in the daylight the map is nice and bright. Standing near a light source would provide some extra illumination for the map as well, like a lantern or light shaft. It would feel pretty immersive I think.
If you dislike auto mapping just use the old school option.

Light sources for reading would be ok but I'd rather have it more of a yes/no setup I'm not about to spend time moving my mouse all over my map to see stuff. If you have light source you can read you map if you don't have a light source you can not. That would be fine.
I didn't mean that you'd have to mouse over the whole map to see anything, the light source would be big and bright enough to illuminate whatever part of the mas is shown on the screen, only that the brightest area come from the mouse for immersion purposes.

Something like this:
SpoilerShow
Torch in hand.
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Light spell.
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Light shaft - ceiling light.
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Lantern - wall torch.
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Moonlight.
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Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 8:08 pm
by Zo Kath Ra
petri wrote:the northern barbarians make dark pacts with deamons
Is that what people do in Finland? ;)

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 8:18 pm
by Saice
Zo Kath Ra wrote:
petri wrote:the northern barbarians make dark pacts with deamons
Is that what people do in Finland? ;)
No no the demons make packs with us.

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 8:19 pm
by bleh_
If there will ever be a Grimrock 3, i wouldn't want them to change too much around.

I enjoyed Grimrock 1 and 2 because they are Grimrock 1 and 2.

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 8:35 pm
by ArcticMetal
bleh_ wrote:If there will ever be a Grimrock 3, i wouldn't want them to change too much around.

I enjoyed Grimrock 1 and 2 because they are Grimrock 1 and 2.
I don't think there's anything wrong with change, but on the whole I agree. The core philosophy/gameplay of Grimrock is already so damn good.

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 8:44 pm
by Morgan
Saying seriously, detracting from elven women, it would be great to have some healing spells. For those who don't like chemistry and botany :)

Re: Legend of Grimrock 3

Posted: Thu Oct 23, 2014 9:21 pm
by Saice
Morgan wrote:Saying seriously, detracting from elven women, it would be great to have some healing spells. For those who don't like chemistry and botany :)
While I would like to agree. Health is a resource in Grimrock making it easier to recover will also make Grimrock easier. It is an easier solution to have healing tied to limited inventory items then just your mama bar. Once it is remove as an inventory item and just a spell the whole thing becomes easier.
SpoilerShow
This was my issue with the crystal shield I tossed it on my wizard and BAMB party became basically immortal from there on out.