Legend of Grimrock
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LeoNatan
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PostPosted: Fri, 18th Nov 2011 18:08    Post subject:
human_steel wrote:
No.

I bet the sequel will. Laughing
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human_steel




Posts: 33269

PostPosted: Fri, 18th Nov 2011 18:30    Post subject:
Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Mon, 28th Nov 2011 16:27    Post subject:
The bad news first:
Sorry Sabin and Human_Steel, but it won't be release this year. Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad

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! Smile

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! Smile

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.
Very Happy
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sabin1981
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Posts: 87805

PostPosted: Mon, 28th Nov 2011 17:06    Post subject:
Oh there's a shocker Sad I really need to stop looking forward to games. Any games. Ever. The trailer looks outstanding and just makes me want the game even more.... Crying or Very sad
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human_steel




Posts: 33269

PostPosted: Mon, 28th Nov 2011 17:20    Post subject:
I was somehow mentally accommodated in advance to the game having to be released next year.
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sabin1981
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PostPosted: Mon, 28th Nov 2011 17:20    Post subject:
human_steel wrote:
I was somehow mentally accommodated in advance to the game having to be released next year.


Lucky bastard Sad
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Mon, 28th Nov 2011 17:29    Post subject:
human_steel wrote:
I was somehow mentally accommodated in advance to the game having to be released next year.

+1
One month, is not enough from alpha, to beta and gold.
Better this way. I want a fine game. Wink
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Ralph_Wiggum




Posts: 438
Location: Springfield
PostPosted: Mon, 28th Nov 2011 17:33    Post subject:
Finnish games <3 (minus AB)


I like men now
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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Mon, 28th Nov 2011 17:59    Post subject:
Wow. This looks great. Once done, I hope they immediately start work on an even better Grimrock 2.
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Breezer_




Posts: 10818
Location: Finland
PostPosted: Tue, 29th Nov 2011 15:53    Post subject:
LMLM wrote:
Wow. This looks great. Once done, I hope they immediately start work on an even better Grimrock 2.


Grimrock 2 will be action tps with cover system and console only Cool Face
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sabin1981
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PostPosted: Tue, 29th Nov 2011 15:55    Post subject:
Breezer_ wrote:
LMLM wrote:
Wow. This looks great. Once done, I hope they immediately start work on an even better Grimrock 2.


Grimrock 2 will be action tps with cover system and console only Cool Face


... and it will be released in 2029.
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Mon, 5th Dec 2011 23:03    Post subject:
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…


http://www.grimrock.net/2011/12/05/life-after-beta/
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sabin1981
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PostPosted: Mon, 5th Dec 2011 23:04    Post subject:
*sniff* I want this Crying or Very sad
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Fri, 16th Dec 2011 17:13    Post subject:
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:
 



http://www.grimrock.net/2011/12/14/we-see-dead-people/
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Fri, 16th Dec 2011 17:16    Post subject:
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? Very Happy

Naturally we don’t want to spoil all the secrets so we have censored some parts with XXX for your reading pleasure!
 Spoiler:
 



http://www.grimrock.net/2011/12/16/weekly-update-from-halls-of-fire/
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Sun, 8th Jan 2012 16:47    Post subject:
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sabin1981
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Posts: 87805

PostPosted: Sun, 8th Jan 2012 16:55    Post subject:
Just release it already!!! Crying or Very sad
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pillermann




Posts: 2577

PostPosted: Sun, 8th Jan 2012 16:56    Post subject:
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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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Fri, 13th Jan 2012 23:57    Post subject:
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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fuckit
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PostPosted: Sat, 14th Jan 2012 18:04    Post subject:
for fucks sake, this game needs to hurry the hell up and be finished already! Y U No????
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red_avatar




Posts: 4567

PostPosted: Sat, 14th Jan 2012 18:11    Post subject:
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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Roger_Young




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Location: Portugal
PostPosted: Wed, 18th Jan 2012 03:46    Post subject:
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locke_digitalus




Posts: 337
Location: The TARDIS
PostPosted: Wed, 18th Jan 2012 06:21    Post subject:
Enough teasing already, I want to play it now!
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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Wed, 18th Jan 2012 07:35    Post subject:
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
PostPosted: Wed, 18th Jan 2012 08:27    Post subject:
real time? wtf. Why not a simple toggle button like Might and Magic?
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JBeckman
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Posts: 34996
Location: Sweden
PostPosted: Wed, 18th Jan 2012 08:30    Post subject:
It's a bit varied but the dungeon crawlers I've played have mostly been real-time, turn-based works just fine as well of course and is what the earliest titles used. Smile

You can probably pause also but I'm not 100% certain about that.
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Wed, 18th Jan 2012 12:22    Post subject:
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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dodger2020




Posts: 3537

PostPosted: Wed, 18th Jan 2012 17:15    Post subject:
I'd like to see them use their engine to remake the original bard's tale games. Smile
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Overlord123




Posts: 2335

PostPosted: Wed, 18th Jan 2012 18:32    Post subject:
dodger2020 wrote:
I'd like to see them use their engine to remake the original bard's tale games. Smile

Same with EotB.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 18th Jan 2012 19:05    Post subject:
And Champions/Death Knights/Dark Queen of Krynn. Gimme updated versions of those please!
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