Sentenza
Member
Yeah, but to be honest combat never was their strongest asset.Most of the old dungeon crawlers had exactly the same REAL TIME combat system.
Yeah, but to be honest combat never was their strongest asset.Most of the old dungeon crawlers had exactly the same REAL TIME combat system.
Yeah this looks like my major complaint so far.Needs to have some sort of auto ammo pick up. Picking up every knife you throw is a time waster.
Yeah this looks like my major complaint so far.
Holy shit, that sounds familiar...
Obscure NES first person RPG?
Needs to have some sort of auto ammo pick up. Picking up every knife you throw is a time waster.
Yes it's a first person RPG. I remember casting the spell OOO to open water
to reach an underwater city. There's one spell to fly in a city in the sky. A labyrinth with minotaur i think. So much memories.
About the auto ammo, maybe they implement it, but i don't count on it, the seems to be an old school game all the way.
Is there someone here that will draw the map or you will use the auto map?
I'm not sure what i will do yet, i fear that teleport trap or changing direction trap will make it to hard.
it's sad this game is not available for the easter egg weekend.
Is there someone here that will draw the map or you will use the auto map?
I'm not sure what i will do yet, i fear that teleport trap or changing direction trap will make it to hard.
Is there someone here that will draw the map or you will use the auto map?
I'm not sure what i will do yet, i fear that teleport trap or changing direction trap will make it to hard.
Printing out a ton of copies of the graph paper day one and using only that. Fuck auto-mapping.
You now have to take pictures of your completed maps and post them here or be called a liar for all time.
Sinatar said:Hand drawing maps is purely for the curmudgeonly nostalgia crowd.
:lol It's a deal.
Do we know yet how many floors the dungeon has?
You know, I'm probably as hardcore as you can get, when it comes to RPG.Hand drawing maps is purely for the curmudgeonly nostalgia crowd. Automap all the way for anyone with sense.
Or the people who want the old-school mode achievement unlocked on Steam! Nice touch with the graph paper PDF included with the game too. Though these days, you can probably just run the game windowed and have a youtube next to it showing which way to go to unlock the achievement in an hour's time, so I agree it'd be great to see shots of people's mapping skills. Especially if they disable auto-map for their first playthrough.
The only option, really.
10 print outs to begin with it is.
Some people could consider it a spoiler to know the exact number of levels so I wont answer it here but its on par with DM/EOB/CSB.
I tried to find where I read 10, but I think I imagined that, they seem just to want it to be a surprise. One of the developers said:
And that they are in the same ballpark for size as DM levels. There's a review here that seems to indicate the exact number of levels though, if you want to know.
Now, GPS and minimap on screen... THESE are things I can fiercely dislike.
Damn immersion breakers and a plague with a very bad influence over quest design.
Yeah this looks like my major complaint so far.
Will you make it easier to pick-up all the used missile weapons from the floors? Auto pick-up?
Auto pick-up has been implemented for the used ammunition.
Actually I have nothing against "detect north", as I'm completely fine with a basic compass, and by the way no, what I'm saying is that "detect life" or "Spot your next objective" can practically, in a very tangible way, ruin the gameplay and the quest design.So you're saying that magic systems are OK if you only use them for giant honking fireballs, but if you use spells like Detect True North and Detect Life you're breaking immersion?
I hope you can turn it off.
I can confirm that ammo is automatically picked up if your character is / was actively using it. Two examples:
1. You've got throwing knives equipped on one of your characters, and come across a fresh new throwing knife.
2. You just shot the hell out of a creature with arrows from your bow, you run out of ammo, the enemy dies, and now the arrows are on the ground. Walking over the arrows will toss them back into the hand that previously held the arrows.
This does not work however with enchanted arrows (unless they match the type you're currently using), you still have to pick those up manually if you find any. Also, enchanted arrows turn into standard arrows once shot, so they must be picked up manually since the conversion back to a normal arrow makes them different than what you shot.
It's very selective and only works on ammo you're currently using for weapons you have equipped, so it shouldn't be a problem, we got this explanation earlier:
I'm okay with this!It's very selective and only works on ammo you're currently using for weapons you have equipped, so it shouldn't be a problem, we got this explanation earlier:
Well you can have your excessive tedium, and I can ignore it!I hope you can turn it off.
I still hope there's an option to turn it off.
I think the first game to have infuriating dungeon design with pits and teleports for me was Phantasy Star.
Seriously? Fuck Medusa's Tower.
Or it could just have a breadtrail on the automap.or if you want to use ammo as markers to track where you've gone, having them picked up automatically would defeat that.
After hand drawing maps in Might and Magic 1 I wanted to punt my PC out the window. No nostalgia here on that regard, automapping was a glorious thing.
I literally just found out about this today and can't believe they made a game in this style, words can't describe how happy I am. Looking at these screens I'm just slammed with rushes of Eye of the Beholder 2 memories.
So Legend of Grimrock. Yes. So much yes. I can smell the Mountain Dew as I play. (in a good way!)
Health can be regained by mixing potions, but the ingredients are incredibly rare for the bulk of the game, and sleep will be your primary means of getting better. But of course sleep near monsters and they’re going to take a chunk out of you to wake you up. The other thing to be concerned about is food, which is again sparingly available. In fact, I’d say they get this perfectly right, making it feel like something you need to be worrying about, without ever making it tiresome. I always had just about enough. They don’t drink, however, which is odd, but preferable.
You’ll have to start thinking with teleporters if you’re going to figure a lot of them out. They’re inventive, and they’re often tough. In fact, in reviewing the game weeks before it’s released, and thus lacking the option of spying a walkthrough or asking a chum for a hint, I’ve developed an amazing technique for solving the hardest elements. What you do is write an email to the developers saying, “I am completely stuck, and have no idea how to get past this.” Click “send” and at that exact moment you’ll notice what you were missing. It works without fail.
The game’s played from a first-person perspective, but your squad is stood in a 2 by 2 formation, meaning you’re going to want to think about whom you have at the front, and at the back. The front two are going to take the brunt of the attacks, while being able to dish out melee. The back two won’t be able to reach if given a sword or mace, but are ideal for firing off spells or arrows. Get this balance wrong, and I’d imagine you could have a fairly tough time getting deep enough down the mountain in which you’re trapped.
...
The combat’s really tough too, with monsters able to kill you in a few swipes from very early on. That’s nothing Dungeon Master didn’t do, but gosh it’s a bit of a surprise to have a game be so mean to you so early on. A great surprise, I should say – wow, games are too easy now, aren’t they? You not only have to develop your own techniques for avoiding attacks, but also discover the most judicious application of your gang’s collection of skills.