Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Legend of Grimrock 2 is in alpha

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Almost Human Games; Legend of Grimrock 2

It seems like Legend of Grimrock 2 has been in development since forever, and while the guys at Almost Human apparently still aren't ready to commit to a release date, today they've announced that the game is officially in alpha. I quote:

We sneakily went past a very important milestone just a while ago. Legend of Grimrock 2 is now in alpha! The definition of milestones of course varies from one company to the next but I think our alpha is, relatively speaking, a “strong alpha” (since we don’t have any publishers or investors who we have to deliver to to get money for progressing in development, we can use terms that are actually useful and descriptive ). Alpha in our case means that the game can be completely played from beginning to the very end and that all the planned features exist. The last missing piece from the alpha we had was the ending of the game but now that we got that done, the deal is sealed. Of course at alpha, there are still features and content that lack polish and refinement, and balance and progression of the game is not complete, but in a sense the game is now “whole”! To celebrate the milestone, we have a new screenshot for you… The herders are back!



And like the natural order of things typically is, after alpha comes beta and that’s where we’re heading next! To get there, me and Petri have been doing a systematic polishing round for all the levels. Or maybe I should be talking about “areas” instead since each area that we tackle contains, technically speaking, 1-4 levels of varying sizes. Each day we pick one area of the game that we concentrate on and for the duration of the day we work only in improving that one place. Basically what we do is that we fix the biggest issues that arise from playing the level but we don’t limit ourselves on only improving the levels themselves (like the level layout, monster placement, puzzles, items and secrets) but we also work on game design issues (for example underwater gameplay, herbs and potions), visuals (lighting & atmosphere, particles, items & environment objects), audio (ambient & environment sounds, monster sounds) or even the game interface (automap and such) if need be.

One day for each area is not a lot of time but doing a pass like this over the whole game really improves the overall experience since this way we always tackle the weakest spots of the game without getting stuck into details for too long. This also helps us by breaking down the game into more digestible bits that we can focus on since trying to polish the whole game at once feels like an overwhelming task and it would always be difficult to decide what would be important to do next.
Back in April, they had a bit more to say about the game's state:

Alright, let’s jump right into the deep end and start with the skill system! I’m not going to go into too much detail here since it’s still a little work-in-progress and the details can change once we clock in some more testing hours with it, but finally we seem to be reaching an equilibrium where we feel comfortable with how the skills and character traits work. Now we have a system that’s easy to approach but which still offers plenty of depth, tactics and replayability for all players and which should be more extendable and flexible for modders (and us too). It’s so nice when everybody wins!

Character creation screen also got a much needed makeover, partly due to the ripple effects from the improved skill system, and it’s looking very slick now. Even though a lot of players will only see the screen just once (or not at all if they opt in to go with the default party), it’s still super important since it’s a major part of the first impressions that the game will give.

We’ve also redone the automap. The automap in Grimrock 1 was pretty good but since the sequel features outside areas and a less linear level structure (levels are side-by-side as well as on top of each others), the old way didn’t really work anymore. Now we have a smoothly scrolling and zoomable map which handles the environments of the new game much more elegantly. It’s not 100% complete though since it’s missing the ability to write down notes, some of the icons are still placeholders and a few interface elements are missing but hey, we’re almost there!

One major milestone that we’re also rapidly approaching right this moment is getting the end combat done. We have a very interesting prototype brewing and if it proves to be working the end fight is gonna be one hell of a ride! As a matter of fact, the end fight is really the only major missing bit I can think of that we still need to make the game whole (which, mind you, is not the same thing as finished).

Speaking of prototypes, I threw together a quick test about a herb growing or farming mechanism but we’re still on the fence if it’s a good fit for the game. We’re going to meditate on it for a while and see if the idea feels worth implementing properly.
Underwater gameplay, herb growing. This is getting interesting.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
BTW, since the game is approaching beta now, I had a look at Almost Human's forums, and it looks like they're not interested in putting it on Steam Early Access. The devs seem to be kinda out there - it seems they don't follow the news closely and they don't quite know what Early Access is other than that there have been a few horror stories.

So that's good news for the Early Access haters.
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
"Out there"?

Are you implying that wishing to put out a full, complete game is somehow a bad thing?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
"Out there"?

Are you implying that wishing to put out a full, complete game is somehow a bad thing?

No, I mean that in general it seems like they're a bit out of touch.

(One could be "in touch" and still not want to do Early Access. See: Obsidian Entertainment)
 
Self-Ejected

Davaris

Self-Ejected
Developer
Joined
Mar 7, 2005
Messages
6,547
Location
Idiocracy
Obviously working too hard on their game to keep up with the outside world.

Just a feeling, but I don't think they would use it even if they knew a lot about it.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Actually, that's one game that would benefit a lot from Early Access. I loved the long forgotten atmosphere of DM, the puzzles, the exploration, and even the combat, but the character system was very weak, ill-conceived, and poorly balanced. The EA could have fixed it in no time.
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,674
Location
San Diego
Codex 2014
Actually, that's one game that would benefit a lot from Early Access. I loved the long forgotten atmosphere of DM, the puzzles, the exploration, and even the combat, but the character system was very weak, ill-conceived, and poorly balanced. The EA could have fixed it in no time.

It looks like they are on top of that shit, this time around. I mean, there is no guaranteeing they will get it 100%, but they seem to have nailed all of the major problems people complained about from the first game: skill trees being too granular, a lack of options for diversifying your characters, too many must-have skills, etc.

Also, I hope they fix that "walk in a circle to avoid getting hit" horseshit. Made all of the fights cheesable.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,788
Actually, that's one game that would benefit a lot from Early Access. I loved the long forgotten atmosphere of DM, the puzzles, the exploration, and even the combat, but the character system was very weak, ill-conceived, and poorly balanced. The EA could have fixed it in no time.

Don't think so. EA doesn't fix shit, only good developers can fix anything.

Edit: In other words, I look forward for this game.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Actually, that's one game that would benefit a lot from Early Access. I loved the long forgotten atmosphere of DM, the puzzles, the exploration, and even the combat, but the character system was very weak, ill-conceived, and poorly balanced. The EA could have fixed it in no time.

Don't think so. EA doesn't fix shit, only good developers can fix anything.
EA provides feedback on a scale that no internal beta test can match and it does it in a very open and transparent way. No NDA and such. What the developer does with this feedback is up to them. I certainly assume that the developers are interested in identifying glaring issues and fixing them before they release the final version.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Wow, you can quote! Bravo!
He never explained WHY it seems that way, that's what I was asking him about.

Eh, just read the developer posts on the forums. They just seem a bit absorbed in their work, that's all. They probably don't have any Brother None-type on the team travelling the Web and keeping them informed. ;)

That's just from a cursory look, though.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,788
Actually, that's one game that would benefit a lot from Early Access. I loved the long forgotten atmosphere of DM, the puzzles, the exploration, and even the combat, but the character system was very weak, ill-conceived, and poorly balanced. The EA could have fixed it in no time.

Don't think so. EA doesn't fix shit, only good developers can fix anything.
EA provides feedback on a scale that no internal beta test can match and it does it in a very open and transparent way. No NDA and such. What the developer does with this feedback is up to them. I certainly assume that the developers are interested in identifying glaring issues and fixing them before they release the final version.

Indeed. Something like AoD and the feedback about teleportation?

What I'm trying to say is that you cannot be sure that EA helps with anything. Is not a given. But we can have a retarded discussion anyway.

Wow, you can quote! Bravo!
He never explained WHY it seems that way, that's what I was asking him about.

Eh, just read the developer posts on the forums. They just seem a bit absorbed in their work, that's all. They probably don't have any Brother None-type on the team travelling the Web and keeping them informed. ;)

That's just from a cursory look, though.

Down boy. Down.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Actually, that's one game that would benefit a lot from Early Access. I loved the long forgotten atmosphere of DM, the puzzles, the exploration, and even the combat, but the character system was very weak, ill-conceived, and poorly balanced. The EA could have fixed it in no time.

Don't think so. EA doesn't fix shit, only good developers can fix anything.
EA provides feedback on a scale that no internal beta test can match and it does it in a very open and transparent way. No NDA and such. What the developer does with this feedback is up to them. I certainly assume that the developers are interested in identifying glaring issues and fixing them before they release the final version.

Indeed. Something like AoD and the feedback about teleportation?
Something like that, yes.

We reduced teleporting in Teron and kept it to the minimum in other towns. We did hear what people were saying and did our best to change our approach. Unfortunately, we couldn't redo Teron entirely, but if we could we would have. It's doable and not that difficult but would take too much time.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Dunno why people hate Early Access. No one forces you to buy anything. I'd definitely buy this because I have confidence in them to deliver something at least as entertaining as the first game.
 

commie

The Last Marxist
Patron
Joined
May 12, 2010
Messages
1,865,260
Location
Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
We reduced teleporting in Teron and kept it to the minimum in other towns. We did hear what people were saying and did our best to change our approach. Unfortunately, we couldn't redo Teron entirely, but if we could we would have. It's doable and not that difficult but would take too much time.

Then do it! You can always polish with an extra IndieGogo campaign.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,744
Location
Core City
Dunno why people hate Early Access. No one forces you to buy anything.
It is the same problem that exists with the DLC-thing nowdays: in principle it could be good (expansion-packs for download with a lot of content) but you end up only seeing terrible and retarded examples ( :hearnoevil: ).

EA can be a useful tool for good developers. Unfortunately, good developers currently almost don't exist - so people end up reversing the logic, and blaming the tool rather than the user.

Then do it! You can always polish with an extra IndieGogo campaign.

... :neveraskedforthis:
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,432
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
If they can finally recapture all the great parts of Dungeon Master, including combat i'll look forward to this. Otherwise... good luck anyways.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
If they can finally recapture all the great parts of Dungeon Master, including combat i'll look forward to this. Otherwise... good luck anyways.

You'll do the combat mambo and like it. You people love doing exotic Latin dances, anyway.
 

Shannow

Waster of Time
Joined
Sep 15, 2006
Messages
6,386
Location
Finnegan's Wake
Dunno why people hate Early Access. No one forces you to buy anything. I'd definitely buy this because I have confidence in them to deliver something at least as entertaining as the first game.
For me the reasons are absolutely banal:
[Me browsing codex]
Latest: King's Bounty: Darkside released...
[Click on thread. Full title appears.]
King's Bounty: Darkside released on Steam Early Access Trolololol :troll:

:rage:

And that shit happens all the time.
Just call it open beta. The game's not "released". It's in fucking open beta (that morons pay money for to participate).

But cause you're my man Metro:
STEAM = shit
EA = shit
STEAM + EA = ???
+M
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,098
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I also had fun with Grimrock 1... at least until I fully figured out that the only thing making me better than the enemies was that I am better at playing Dance Dance Revolution.
That somehow made all the character progress obsolete. Which is more or less all that such a game consists of (that and the mild exploration & puzzle factor).
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom