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LeoNatan
☢ NFOHump Despot ☢
Posts: 73231
Location: Ramat HaSharon, Israel 🇮🇱
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Posted: Fri, 18th Nov 2011 18:08 Post subject: |
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I bet the sequel will. 
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Posted: Fri, 18th Nov 2011 18:30 Post subject: |
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Posted: Mon, 28th Nov 2011 16:27 Post subject: |
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The bad news first:
Sorry Sabin and Human_Steel, but it won't be release this year.
Quote: | We’ve got some big news this time! Let’s get started with the most important one: Legend of Grimrock has reached beta! This means that every feature, all enemies and all levels that are going to be in the final game are now in place, and we can now fully concentrate on polishing and balancing the game and fixing bugs until everything is perfect. If we get cool new ideas we might still add them to the game but improving existing features has now higher priority. And before you ask, at this point we are not looking for additional beta testers!
Secondly, many of you have been asking if we’re on time for launch at the end of this year. Looking at the game we have now we could do it but that wouldn’t be the best game we can deliver. We want to make this game really shine so that’s why we have decided to push the release to early next year. With the extra time we can hopefully fix all the bugs, make the level flow better, tweak item attributes to perfection and adjust the balance to be just right. These are the things that really matter to us, and hopefully to you as a player too! We are not ready to give an exact release date yet, because when we give a date we want to keep the promise too. But don’t worry, we won’t take too long!
We also need to start looking more closely at our distribution options. We would really like to release first on Steam because it’s simply the biggest digital distribution service on the PC and we want to make the game available for the largest audience possible. For that to happen we need to pass their evaluation process, so we really hope that the guys at Valve like our game!
So the next steps are:
* Get the distribution channel sorted out.
* Get the preorders working.
* And of course finish the game! |
New trailer:http://www.youtube.com/watch?feature=player_embedded&v=Ep97ba_uWXM#!
Great animations. I don't know about gameplay, but it seems we're finally going to have a great dungeon crawler.

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Posted: Mon, 28th Nov 2011 17:20 Post subject: |
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I was somehow mentally accommodated in advance to the game having to be released next year.
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Posted: Mon, 28th Nov 2011 17:33 Post subject: |
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Finnish games <3 (minus AB)
I like men now
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Mon, 28th Nov 2011 17:59 Post subject: |
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Wow. This looks great. Once done, I hope they immediately start work on an even better Grimrock 2.
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Posted: Mon, 5th Dec 2011 23:03 Post subject: |
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Quote: | Hellouu! This week’s update contains stuff from the last two weeks since last week’s big feature here on the blog was the beta trailer and the new screenshots. It’s getting increasingly difficult to compile these lists since we are not adding that many new shiny things into the game but instead we focus more and more on the small details, bugs and balancing.
Here we go:
* You can write notes on the map now. We are also redoing the map background graphics and layout to look better and show more information.
* 2 final levels have been reworked quite a bit. The flow of these levels clearly needed improvement.
* More character portraits have been added (19 total now).
* Graphics and audio options have been implemented.
* Added support for treasure maps.
* Game statistics have been implemented. For example, you can now track the number of monsters killed, items found and most importantly your progress on the secrets.
* The tutorial has been improved and extended quite a bit.
* Added compass item which should be helpful if you dare to play in old school mode (no auto-map).
* Work on adding special attacks for monsters has started.
* And of course lots and lots of bug fixes and polishing.
Next up:
* More bug fixing and polishing.
* Add a few more spells and potions for extra variety.
* Testing, testing, testing…
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http://www.grimrock.net/2011/12/05/life-after-beta/
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Posted: Fri, 16th Dec 2011 17:13 Post subject: |
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Quote: | Yes, we know our regular updates have been a bit irregular lately. Fear not, we’re not dead, but these guys have been decaying for a while now. As you saw in the beta video, the undead haunt the dungeons in numbers. As you make your way deeper into Mount Grimrock, you’ll encounter rotting warriors still patrolling their ancient guard posts.
Spoiler: | |
The Spear Guards often move in a deadly formation and fight as one, even though their blood turned to ashes countless years ago. The Bow Guards shoot their magical arrows in pin point accuracy from a great distance. Even death hasn’t erased the military ways of the Skeleton Warriors and they are still as deadly or even deadlier in their afterlife.
As additional information about the Skeleton Warriors, here’s some images taken from a 3D sculpting program Zbrush, where high resolution models were sculpted to be later baked into a low resolution game models. The design in Skeleton Warriors is a mixture of a roman and medieval themes. The Roman flavor really help to underline that the warriors were, and still are well trained and disciplined fighters.
Spoiler: | |
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http://www.grimrock.net/2011/12/14/we-see-dead-people/
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Posted: Fri, 16th Dec 2011 17:16 Post subject: |
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Quote: | Update time!
Instead of a regular condensed report here’s the full changelog since the last update. What do you think, is this too much detail?
Naturally we don’t want to spoil all the secrets so we have censored some parts with XXX for your reading pleasure!
Spoiler: | beta-1.0.2 changelog (all changes since 5th December 2011):
- added a new spell (with 4 variations)
- tweaked shields
- added legionary shield, legionary spear and a new helmet
- added and tweaked monster loot drops
- added elemental resistances to XXX
- tweaked nutrition values of food items
- modeled and animated background scene for XXX
- removed offhandedness (any weapon can now be wielded in left or right hand)
- any item can now be carried in hand slots
- separated attack power and accuracy values for left and right hand
- attack icons now double act as inventory slots so that items can be quickly exchanged between prisoners
- reduced arrow count a little in level 3
- tweaked skeleton archer audio volumes and distances
- improved lvl3 monster teleport puzzle
- added new decorative floor objects
- added dragon statue dungeon prop
- smoothed Warden idle animation
- improved level 2 herder cavern section
- removed damage text colors (green text for poison can be easily confused with healing)
- polished automap background
- resized vault treasure map
- wall texts now use scaled font
- added secret found sound
- improved scroll gui
- mouse item name is displayed on screen under portraits
- compressed a few textures
- added broken crate block model
- added dungeon wall dirt and spider webs
- added broken barrels & crates
- tweaked dungeon walls & pillars
- added spider eggs
- updated XXX rig and fixed a bug
- animated XXX to rotate longer after explosion
- item placement tweaked in a few places
- added broken blockage meshes
- blockages can now be damaged with area of effect spells
- added new notes by Toorum
- added a new puzzle
- implemented rush attack for Warden
- improved credits
- improved Warden walk animation
- slow-motion debris effect for XXX animated
- audio pass for Warden
- modeled wall ivies and ceiling roots (not placed into levels yet)
- improved game over
- tweaked player’s torch position, color and intensity a bit
- tweaked a few puzzles
- added new secrets
- added treasure items
- added treasures found statistic
- added soundtrack for XXX
- improved transition between XXX and XXX
- increased number of charges for XXX, XXX and XXX
- tweaked armor weights
- added heavy armor proficiency requirement for some items
- cloaks now give evasion bonuses
- added optional secret section to level XX
- separated troll attack and impact sounds
- added a few traps
- added secondary troll attack animation
- slowed down troll attack rate a bit
- added impact sound for monster attacks
- increased accuracy of troll and Warden attacks
- improved graphics and placement of tooltips
- small herder attack jump animation smooth pass
- diviner’s cloak modeled
- added pointy shoes
- long bow modeled
- tooltips now scale with resolution
- improved ui scaling for commonly used resolutions
- new hires graphics for character sheet, portraits and attack icons
- added food and load meters to stats tab
- scaled up dead character portrait
- improved map note markers
- added compass
- XXX modeled
- fixed fireball trap timer
- updated Warden attack left and right animations
- added audio for blobs
- improved blob particles
- improved level 2 a bit
- added audio for climbing stairs
- longer underscore in font 24
- reduced projectile shadow map resolution from 256 to 128
- fixed a secret that triggered incorrectly
- fixed troll attack animation not to clip with temple gate arches
- bug fix: teleporting items between levels is not implemented
- bug fix: throwing items into stairs is buggy
- bug fix: if player is standing on stairs he can’t go back to the previous level
- bug fix: item orientation is buggy when projectile drops to floor
- bug fix: player doesn’t fall into pits
- bug fix: monsters sometimes walk through walls and each other if the party passes through them on another level
- bug fix: heavy armor penalty applies even if the item is in backpack
- bug fix: mouse item info and formation panel do not take ui scaling into account
- bug fix: monster teleporting did not work and always triggered “NYI: teleporting monster to another level” warning
- bug fix: alt-tabbing in intro crashes the game
- bug fix: monsters rush into open pits
- bug fix: player sometimes goes through rushing monsters when both the monster and player is moving
- bug fix: monsters sometimes walk through sliding walls or closed doors when levels are reloaded or when restoring a saved game
- bug fix: if game is saved while party is moving, the loaded save game has an invisible obstacle in the tile where the party was moving to
- bug fix: projectiles do not collide against crystals and blockages
- bug fix: diseased champions are not resurrected properly
- bug fix: XXX does the side attack through closed doors
- bug fix: dead prisoners are incorrectly resurrected when drinking a healing potion, buying a health upgrade or gaining a level
- bug fix: crystals remove the level up icons
- bug fix: touching crystals creates an invisible obstacle if player is moving
- bug fix: items can be thrown through character sheet and sidecar panels
- bug fix: time multiplier is reset to 1 when mouse is clicked
- bug fix: player’s torch doesn’t rotate properly with the camera
- bug fix: items added to altars are not placed in the level causing them to act up weirdly
- bug fix: altars cease to work after first activation
- bug fix: game crashes when XXX starts moving
- bug fix: healing indicators are not ui scaled properly
- bug fix: map note drawing crashes |
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http://www.grimrock.net/2011/12/16/weekly-update-from-halls-of-fire/
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Posted: Sun, 8th Jan 2012 16:47 Post subject: |
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Posted: Sun, 8th Jan 2012 16:56 Post subject: |
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Actually scratch that. They're still squashing bugs...
Quote: | New year and we are already busy at work! To prove that we haven’t been slacking here, below is the complete changelog (censored with XXXs as per usual) since the last big update on December 16th. We have currently about 30 known bugs remaining and beta testing revealed some parts that need to be improved so there’s still enough work to keep us occupied for some time. We have also made progress on the release front but we can’t talk about that just yet! |
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Posted: Fri, 13th Jan 2012 23:57 Post subject: |
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Quote: | We’ve been iterating the GUI graphics and functionality quite bit lately and as promised in the last weeks post, let’s talk more about the changes.
On the graphical side, the GUI is now unified to match all the other panels to get a proper consistency throughout the game. The GUI scales according to the resolution and stays proportionally the same size whatever the resolution is. The fonts used in the GUI (and anywhere in the game btw) are now actual true type fonts that stay sharp in any resolution. Functionality of the attack panels was changed to act more like basic inventory slots. Player can now put any item in each hand and attack or use them by clicking right mouse button. So now all the item slots in the game have a similar logic for left mouse click to pick item up and right mouse click to use item. On the inventory, when hovering mouse cursor over an item, a tool tip pops up. Same logic goes with all the items like basic scrolls and magic “recipe” scrolls. For the really old school players and for those who want an option to navigate the dungeons, we added the option to use the traditional direction arrows. And yes, those status bars are still work-in-progress.
As for other things that have been cooking this week, here’s a random selection of highlights:
- Characters have a gender that determines sound samples when getting damage
- Damage sounds for different character races *MOOOH!*
- Improved enemy AI. Enemies now have more individual behavior logic
- Sound variations for monsters
- Item properties have been expanded
- New flying monster
- Lots of level tweaking and bug fixing |
Spoiler: | |
http://www.grimrock.net/2012/01/13/gui-overhaul-and-weekly-tidbits/
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Posted: Sat, 14th Jan 2012 18:11 Post subject: |
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I second that thought - I fear they may be releasing too much stuff before it's release. At a certain point they'll move across the line where, instead of wetting people's appetite, they'll be labelled the gaming equivalent of "cock teases" and people will start to lose interest. Over-exposure is a baaad thing.
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Posted: Wed, 18th Jan 2012 03:46 Post subject: |
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Posted: Wed, 18th Jan 2012 06:21 Post subject: |
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Enough teasing already, I want to play it now!
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LMLM
Posts: 825
Location: Meta Cortechs
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Posted: Wed, 18th Jan 2012 07:35 Post subject: |
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I'm ecstatic this genre is getting this small revival in this great looking game. The reason the genre died wasn't because it wasn't good or popular imo, but rather because no developer had the inspiration to do it properly and thats why it became stale.
edit: maybe also the mindless but very financially successful clickety click click click of Diablo also had something to do with it also.
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W123
Posts: 2512
Location: USA
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Posted: Wed, 18th Jan 2012 08:27 Post subject: |
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real time? wtf. Why not a simple toggle button like Might and Magic?
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JBeckman
VIP Member
Posts: 34996
Location: Sweden
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Posted: Wed, 18th Jan 2012 12:22 Post subject: |
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I'm in general adverse to real time, but not in this case.
I've played the originals and no problem with it.
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Posted: Wed, 18th Jan 2012 19:05 Post subject: |
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And Champions/Death Knights/Dark Queen of Krynn. Gimme updated versions of those please!
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