Valky
Arcane
My party is Raghilda's Fanclub, don't diss my girl.
And for the popamole graphics whore above: the graphics do exactly what they are supposed to, namely create a good atmosphere and let you use your imagination to fill in the blanks. Which in turn creates a kind of immersion you probably never experienced.
And for the popamole graphics whore above: the graphics do exactly what they are supposed to, namely create a good atmosphere and let you use your imagination to fill in the blanks. Which in turn creates a kind of immersion you probably never experienced.
Calling me a 'graphics whore' misses my point entirely. I'm not asking for modern graphics, I'm asking for graphics that aren't shit. Here's some screens from an older game that has graphics that blow Grimoire away:
It's from a game called Albion, one of my favourite old school PC RPGs. This is the kind of art style that impresses me. The design is just beautiful.
I'm also not averse to games that have limited graphics, that expect you to imagine your own world, as you say. Nethack, for example, is a fantastic game even without good graphics.
Here's a video of Albion in action where you can see some similarities between the combat & city exploration engine and Grimoire's blobber-style engine.
(using a game design book I still have)
Low Mythology: ?FLAWS??flaws?
(using a game design book I still have)
Could you please name the book? Thanks.
And for the popamole graphics whore above: the graphics do exactly what they are supposed to, namely create a good atmosphere and let you use your imagination to fill in the blanks. Which in turn creates a kind of immersion you probably never experienced.
Calling me a 'graphics whore' misses my point entirely. I'm not asking for modern graphics, I'm asking for graphics that aren't shit. Here's some screens from an older game that has graphics that blow Grimoire away:
It's from a game called Albion, one of my favourite old school PC RPGs. This is the kind of art style that impresses me. The design is just beautiful.
I'm also not averse to games that have limited graphics, that expect you to imagine your own world, as you say. Nethack, for example, is a fantastic game even without good graphics.
Here's a video of Albion in action where you can see some similarities between the combat & city exploration engine and Grimoire's blobber-style engine.
Albion was truly a beautiful game graphically. I was very enamored with it when it first came out.
Before we switched to Sham's Kingstep engine, I was using a raycaster engine that I built from scratch (using a game design book I still have) identical to Albion's consisting of straight walls and sprites that always faced the player. Shams had a look at it for a while. I experimented with something using layered raycasting ... I had transparent areas in a wall with another texture behind it. I had some samples running with a chest in an alcove or an altar with columns on either side. It was a pretty cool effect and it took the engine up a notch.
After using it for at least 8 months (I believe I still have a demo around somewhere of it, with 16x16 items and 32x32 portraits) I decided it was too newfag looking and I yearned for an eye of the Beholder engine with smooth steps in between cells. This is when I pulled Shams in on it. I remember his first few experiments and I immediately liked them better for this style of game.
The artwork in Grimoire varies wildly. Some of it is true Bitmap Brothers old skool, mostly the stuff done by Ray Beez. The rest of it is pieced together from whatever I could afford, sometimes on no budget or art I personally put together. If I had more money and a full time artist working with me it would be as good or far better than Albion - but ultimately I had to release the game instead of working on it forever. Since every single piece of art was vetted by me, it is the best I could do on the budget and time I had to work at it.
The reason it is not always consistent is that it was worked on by many private contractors over time in fragmented deliveries, each of them done with whatever I could afford to pay.
I encourage everyone to try to produce a game like Grimoire while supporting a family and working at one or more jobs, including a 4 hour commute each day. Everybody is a critic but if you attempted this yourself, you'd see that the world of your imagination and the real world have a big gap between them. It takes an incredible amount of work to bridge that gap when you are a hobbyist developer part-time.
I would say that of all the Wizardry games, none was ever better looking than Grimoire overall. It is better looking than Bane of the Cosmic Forge and Crusaders of the Dark Savant, games which were produced by a company with nothing but time, an unlimited budget and dozens of full time staff. If you look at the list of artists for Crusaders you will see it almost fills a page top to bottom.
In any event, Grimoire is a very beautiful roleplaying game. The fact that games that looked even better have come out from actual game producers with full time staff only underscores how amazing an achievement it is for one person working on their laptop while commuting.
Weaboos like yourself have opinions on a lot of stuff. They have never kissed a girl, still live with their parents and are saving up for transition surgery, meanwhile they are the greatest at all human endeavors and beyond. If only they would do something with the lives instead of just critique. In between long bouts of chronic masturbation they log onto the internet and tell how "they would have done this and that perfectly if only they had worked on it" and pretty much solve the problems of the world from their folks basement - where they will live to the end of their days, surrounded by Pez dispensers and Star Wars model kits they never got around to assembling.
What I do mind is an UI which proactively fights me. Not counting pre-windows games and rare outliers, I have yet to encounter an UI so fucking bad, that it actively puts you off the game. Seriously Cleve, for all your bluster, you can't design something at least a bit better than this? Sure, you designa fuckton of beautiful content, but the UI is the one thing the player has to deal with at each step. If you fuck this up, it is no surprise that the game gets lackluster reviews. Imagine a responsive tooltip UI, LARGER fonts, and different dress dolls instead of like 25% of the content. Not to mention widescreen support.
Idk man, the game would be better.
Grimoire is rated "Mostly Positive" on Steam now and has very good reviews on GOG and Steam.
The UI is much easier to use than most of the classic blobbers ever were. You have to read the manual in order to get the most out of it right away.
Before the millennials, most UIs in game had a lot of buttons and sometimes it took time to figure out what they did. Mobile games placed the new emphasis on instant play because reading is teh hard.
the combat UI should have been influenced by Wizardry 8 rather than Wiz VII.
where you don't even have to put in the same commands at every round.
Wizardry 8 didn't even exist when Grimoire development started.