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Game News Legend of Grimrock 2's New GUI

Infinitron

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Tags: Almost Human Games; Legend of Grimrock 2

In the latest post on Almost Human's Legend of Grimrock 2 development blog, we get a first look at the game's new and improved GUI.

From the past experience with graphical user interfaces (GUI) we know that creating a gui that not only looks great but is also effortless and intuitive to use is hard work. For LoG1 we did many, many iterations before settling down with the final design (by scanning older blog posts you can see various incarnations that evolve to the final version). We are pretty happy with the original gui but as always there is still room for improvement. So, we spent a week with Juho furiously working on the gui and this is what we got:



The changes are not just eye-candy, some of them make the gui more usable. For example, you can now cycle through the characters by clicking on the arrows on the left and right side of the portrait. Also, the main statistics, experience, food, health, energy, protection and evasion are always visible on the upper half of the character sheet. With a quick glance you can now see whose character sheet is open regardless which tab is active.

On the visual side, the little drips of brown and green here and there remind of the new outdoor environments. A little feature that we wanted to do for Grimrock 1, but didn’t have enough time, is race and gender specific inventory panel backgrounds. Naturally now that we have moddable races (did I mention this feature already?), mods can define new background images for new races.

Like before the stats tab shows the remaining statistics, such as ability scores and resistances. We improved the layout a bit and grouped left and right hand statistics in their own boxes. As a new feature the percentile chance of scoring critical hits is now displayed in the stats tab.

(For the technically inclined, the gui elements in Grimrock 1 were manually packed in a texture atlas and the coordinates and sizes of every element were painstakingly entered in the code. For the new gui, I coded a simple texture packer that spews out a big texture atlas containing all the bits and pieces and a Lua file with the coordinates. The texture atlas has currently 192 pieces, so needless to say, making new iterations is now a lot less painful than with the old gui system!)

LoG2 will have many new harmful and beneficial conditions that your characters can have. The conditions used to be seen only in the stats tab, but the tab was getting a bit crowded, so the conditions are now indicated on the portrait. This is a very natural place for them, so I don’t know why we didn’t realize this earlier. Anyway, if you have any harmful condition the portrait rectangle turns red and by hovering on the portrait with the mouse you get a detailed list of all active conditions and their effects on the character.

Perhaps even more important than the character sheet is the attacking interface on the lower right corner of the screen (see below). We have also redesigned the attack frames so that the rune panel fits on the screen without hiding the little portrait and health and energy bars. It’s a lot cleaner now, especially with multiple mages. As a side effect the attack buttons are now a little bigger making it easier to hit them in the heat of battle.

Observant readers may have noticed that I haven’t mentioned the Skills tab of the character sheet yet. I actually skipped that on purpose, because the skill system has went through a major redesign and I reserve the subject for another blog post! Ha!
Looks good. I remember being kind of annoyed by how the same information moved around between tabs in the first game.
 

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Observant readers may have noticed that I haven’t mentioned the Skills tab of the character sheet yet. I actually skipped that on purpose, because the skill system has went through a major redesign and I reserve the subject for another blog post! Ha!
And observant readers have also noticed the dual fucking wielding :roll:
 

UnknownBro

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Take notes InXile, now that's a proper inventory screen and not some half-assed grocery list. :cool:
 

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Oh FFS shut up about the damned inventories

Observant readers may have noticed that I haven’t mentioned the Skills tab of the character sheet yet. I actually skipped that on purpose, because the skill system has went through a major redesign and I reserve the subject for another blog post! Ha!
And observant readers have also noticed the dual fucking wielding :roll:

How do you figure that there's dual wielding? It could work like the first game.
 

evdk

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Observant readers may have noticed that I haven’t mentioned the Skills tab of the character sheet yet. I actually skipped that on purpose, because the skill system has went through a major redesign and I reserve the subject for another blog post! Ha!
And observant readers have also noticed the dual fucking wielding :roll:
Like in Legend of Skullkeep!
 

grudgebringer

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this is what we got:





keanu-reeves.jpg
 

Lady_Error

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Now if they just added some NPC's to the game and get rid of the mambo dance, it would actually be a fine game.
 

piydek

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Now if they just added some NPC's to the game and get rid of the mambo dance, it would actually be a fine game.

How can you get rid of the "mambo dance" if you don't redesign combat completely? And if they did do that, it's questionable how that'd work with the rest of the game. It's how combat in this type of games works. It's not elegant, it's not very tactical, but for me it's always been fun and it works for this type of game. Such games aren't about combat anyway.

NPCs would be great. Something minimal, along the lines of Eye of the beholder, where very occasionally you run across somebody and are completely oblivious regarding their motives. That would also be an opportunity to introduce some minimal C&C as well.
 
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Yeah, unfortunately the new GUI doesn't change the dancing stars mechanics. But who knows... maybe one day I get annoyed by the slowness of a turn-based combat? ... or maybe not... it's not that reflexes gain faster with aging...

Still, if there is a decent storyline, a real story - not just a giant monotonous dungeon with puzzles - and if combat can be done reasonable by just standing grounds (like in Lands of Lore I) - and if running away is only an option of utter emergency - then yes - I could befriend myself with LOG. But that's a lot of "ifs".
 

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I don't remember what the GUI in the first game was like so it must've been decent enough.

As for the whole game, I'm one of those hoping they'd just focus on making the dungeon (or dungeons as it is now I imagine) as full of good puzzles and secrets as possible. They're not going to come up with interesting NPC's or questlines anyway so fuck that shit.
 

LivingOne

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Judging by that old update about the island,it sounds like those who romances NPCs will be disappointed again.Personally I'm pretty happy this way,the lack of NPCs means there are unlikely going to be exposition dumps(story will be bad anyway,let 'em at least make up for it by making it more misterious with scattered notes and all).
Also lack of merchants means you'll have to go on with what you find rather than have the flexibilty to chose what to buy,wich is something I liked in the first game.

tl;dr suck it storyfags:smug:
 

LivingOne

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Yeah,I know that UW(and other games,like SS)achieved that despite having both merchants and other NPCs but I'd rather not risk loosing those things wich I liked since they might,say,screw up the economy balance(making it too forgiving,maybe).I'm just not sure enough how these devs are,since the only game they made is alright but nothing special either:shrug:
 
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Eyeball

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Redesign combat completely and I MIGHT be interested. Because fuck that old-school-for-no-reason clunky clickfest that was GR1. Worst Waste of a excellent art direction and musical score ever.
 
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It's not that you need much to enhance gameplay, but the complete lack of NPCs, merchants and story makes a game pointless. LoL1 neither had many NPCs, but the small amount were enough to make the game more interesting.

If you like to play a game only with random puzzles, enemies, equipment - then here is the game of your dreams: http://www.malevolencegame.com/
- a procedurally generated, endless "RPG" simulation for non-story-fags.

I guess that is what I don't like about Grimrock: it's closer to a robotic, modular simulation, than an actual game.
 

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