Metro
Arcane
- Joined
- Aug 27, 2009
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http://www.grimrock.net
https://af.gog.com/game/legend_of_grimrock_2?as=1649904300
https://af.gog.com/game/legend_of_grimrock_2?as=1649904300
Not Grimrogue:
And apparently no overworld:
More details of the scrapped ideas (including a proposed overworld map) on their blog: http://www.grimrock.net/2013/03/21/scrapped-game-designs/
Everybody loves a good roguelike, right? Antti and I are big fans of roguelike games here at the office, so it was only natural that this idea, the amalgamation of a roguelike game with Grimrock, has popped up every now and then in our discussions. After all, the tile-based nature of Grimrock seems to be a perfect match with roguelike game design.
With this design levels would be procedurally generated, with some custom made levels here and there. Turn-based combat would probably work better than pure realtime. We even made a quick prototype entitled Grimrogue with turn-based combat and a minimap in one corner of the screen.
One problem we quickly realized was that the player would be focused on the minimap when exploring the randomly generated dungeon and all the gorgeous 3D graphics would be almost like a gimmick. We also had our doubts about turn-based combat. Turn based combat works really well from a topdown perspective where you can see all the units and can think about the best tactics. In first person view where you can only see in one direction, turn-based combat takes away tactical movement and reduces combat to a locked in place affair.
And apparently no overworld:
We really wanted this idea to work. The final paragraph of the unreleased post gives some hints about the problem with this design: “tightly centered around the party”, “focus on exploration”, “instantly familiar with the new game”… The problem with this design is the lack of focus. We believe that the charm of Grimrock is compactness, tight focus and emphasis on fun core gameplay. In Grimrock 1, the environment, the dungeon itself has personality and the quest was personal to the characters. Having multiple locations with different atmospheres and multiple linked goals would take some of that charm away.
More details of the scrapped ideas (including a proposed overworld map) on their blog: http://www.grimrock.net/2013/03/21/scrapped-game-designs/
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