While I'm taking a break from playtesting, I thought I'd toss in a few more personal design preferences for funsies...
1) I find that the machete is a bit over-powered to introduce early on and becomes quickly under-powered with the other weapon options. Also, I feel that the machete is not really a weapon that belongs in an RPG, so I personally decided to exclude it from any Mod's I build. No offense to anyone who enjoys the machete in the world of Grimrock. I just feel that unless you're building a Mod about Camp Crystal Lake then it takes away from the fantasy realm.
2) I think most of us have a hard time avoiding the desire to create a "wolves den." You know.... some Cave that has a big bad 'ol wolf inside, guarding some treasure, including bones and a skull. However, even when I consider it, I do my best to avoid the "bones and skull" routine because I think that in Grimrock the skulls should be truly meaningful. A skull should be the result of a challenging hunt (NPS specific) or Boss kill; things like that. Not just the random remains of some person not related to the storyline.
3) Another hard-to-resist scenario is the Turtle guarding the nest of eggs. This is always fun, and a Mod that has this is sure to follow up with the rat swarm guarding their cheese. While cute, any attempt to implement these Racial Foods in a mod should take in to account the actual Mathematics:
Insectoids - Horned Fruit
Lizardman - Turtle Egg
Ratling - Cheese
Stat progression:
First 3 Favorite Treats Eaten = +1 Random Stat
Next 4 Favorite Treats Eaten = +1 Random Stat
Next 5 Favorite Treats Eaten = +1 Random Stat
Next 6 Favorite Treats Eaten = +1 Random Stat
Next 7 Favorite Treats Eaten = +1 Random Stat
Next 8 Favorite Treats Eaten = +1 Random Stat
Next 9 Favorite Treats Eaten = +1 Random Stat
Next 10 Favorite Treats Eaten = +1 Random Stat
Next 11 Favorite Treats Eaten = +1 Random Stat
Next 12 Favorite Treats Eaten = +1 Random Stat
For a maximum of +10 Random Stats at 75 Favorite Treats consumed. And of course, there isn't anywhere near enough favorite treats in the game to max out this bonus
Mod Designers would be doing us all a great justice to incorporate the math at all times, so that the Player can feel confident that regardless of how many Racial Foods reside within the game, at the very least there will be enough to get that last +1 Random Stat. For example, a Mod that has 12 of each (horned fruit, cheese, turtle eggs) is making sure that the Player gets a total of +3 random stats. If instead there are only 11 or 13 of these food items, the gaming experience falls short in terms of proper reward and consideration. And with proper consideration, if the Player only finds 11 Racial Foods they will have the confidence to know that they must have missed a secret somewhere. That's good game design, as opposed to forcing the Player to seek out that 12th Racial Food only to discover that the Game Designer never put one in.
4) Alchemy Ingredients; their distribution is essential to a quality gaming experience. This is another Math approach, and for this I turn to the Main Campaign of LoG2:
77 bloodcap
27 mudwart
18 blackmoss
40 falcon
58 etherweed
14 crystal flower
Those are the total number of Alchemy ingredients found throughout all of Grimrock 2. And that is enough to gauge if your Mod has the proper amount of fair distribution.
Lastly, in regards to Food Item and Alchemy distribution, I am not suggesting that we confine ourselves to the same even distribution, as that could become monotonous and far too confining in regards to creativity and uniqueness. Say for example, we are creating a Mod that is all about a world of evil Rats. It will likely make sense that this Mod will have 75 total cheese items, yet only 7 horned fruit and 3 turtle eggs. But at least we still took the math in to consideration, so that a Ratling Champion gets +10 stats, an Insectoid gets +2 stats, and a Lizard gets +1 stat.
The same goes for Alchemy; if we designed a game that's mostly Water, then Etherweed will far outweight the others. Yet with a standard in front of us we can still consider what makes sense, as opposed to arbitrary distribution and 'best guess' - as they can set the wrong tone of the game.
Well that's all for now. Just my personal thoughts as a wannabe Mod'er
