Races:This looks absolutely fantastic, day one purchase for sure!
Can you preview the races and classes for us? Also, how does the magic system work?
So this guy is a Kehk-GrawurRaces:
Human, Voolk, Giant, Melnar, Nerkai, Mrmmuck, Koranum, Kehk-Grawur and Himsha.
Here is 1 portrait from the game for each race (so you can visualise what's what )I think Voolk are elves and Melnar are dwarves, or the other way around.
Don't do everything the hard way or at the end of the project you'll end up like me. I don't wish that on anyone. A tool like Spriter can be used by anybody on the team and they don't have to be experts to add new ones themselves. If someone says "We need a magic casting animation for that dwarf, it looks like we only have melee attacks right now," somebody on the team should be able to load up the body parts of the dwarf and whip something together in a few minutes. If you do a reasonable number of animations frame-by-frame you'll find the work just keeps mushrooming and adding a new animation is a minor ordeal that can take a week on it's own to test and get straightened out so it looks right. Using the 2D animation tools that did not really exist when I wrote Grimoire, you can cut the total work down to a very reasonable size.Thanks. Will check these tools out.Do your 2D animations with a component editor and not frame-by-frame. That's the most important advice I could possibly give. The tools are there to cut the work down from the 100% we did in Grimoire to just 1% of that work using 2D animation tools. I prefer Spriter but Spine is also good if you can afford it. Dragonbones was free but vanished. Spriter is pretty good and I have a good import package for Unity.It's actually 5 people working on it.hmm...how long until it is determined to be a vapourware?
it looks good and will be interesting, but let's be honest, most two man projects take forever and have a higher possibility of burnout. my hopes aren't very high.
Steam page in a week or two.This looks incredible! Eagerly awaiting the release of the demo
By the way are you guys planning to have a Steam page? Would make it easier to keep track of release.
We are planning to release on Steam first. Then we also plan to release it (if possible and if there won't be any problems from the platforms) on GOG, Epic and itchLooks very good. A recognizable own style.
Will steam be the only way to buy the game? Have you considered any alternatives? I don't mind buying the game a second time later without drm.
There will be a PDF of the full manual included with digital versions too. Even the "notes.txt" file in the game dir (those that played games in the 80s and 90s will know what I'm talking about )Absolutely! Personally, I would be willing to pay a hundred bucks for a game in a box with instructions, map, etc..
Even if it was inspired by another game, who gives a hoot. We've had 30+ years now of graphic 2D UI design, sticking with what works should not be a point of contention.I don't think artist who drew this ever played Legend Of Grimrock to be honest
We gave the artist the options we need and general placement of the "modules" (so equiped items top-right, backpack botom right, crafting between stats and backpack, and so on).
We never intended to "copy" LoG.
Thanks. I'm glad you like the what you see. I hope the game (when released) matches your expectations.Awesome. That cottage is straight out of a fairytale children's book, looks beautiful. This is full of win.
If the story and combat matches this, I reckon Grimoire is about to get BTFO by this game as a Wiz 7 clone.
I have not looked forward to anything in a while but I am now eagerly anticipating this game.
Any chance of it having a smooth-scrolling option?
Would you guys be interested in such boxed version?
Personally, I prefer movement without the smooth scrolling. It is faster and also reminds me of the classics.As for smooth-scrolling.
It was meant to be "grid-based movement only" at the start (as a homage to Wiz 7 and EOB/M&M series).