
Beta screenshots and blog post:
http://www.grimrock.net/2011/11/28/beta/
Beta trailer:
http://www.youtube.com/watch?v=Ep97ba_uWXM
Moderator: PetriH
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I just wet my pants. Absolutely superb. Have I just woken up in Dungeon Master heaven?!
 )
) . And all the monsters and stuff look cool, and the puzzles, omg it really is like DM reborn
. And all the monsters and stuff look cool, and the puzzles, omg it really is like DM reborn  .
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.Thanks for the feedback! We'll consider these when polishing the game although at the moment things that have gameplay relevance have priority over visual glitches.Gambit37 wrote:1) The shape of the shadow cast by a torch bracket looks very strange, it doesn't seem to match the object's shape?
2) The troll's hammer goes through the ceiling bricks when he attacks
3) The skeleton's spear attacks don't seem to be connecting with the party -- they look too far away?
4) The explanations of items being over on the left of the screen is a bit weird when you're managing items on the right -- it's a bit of a disconnect to have to look in two distant spots on the screen. I think the information would be better shown on the right, probably underneath the inventory, or maybe overlaid with a fully opaque textured windows for the text to sit in.
5) On the character generation screen, the text beneath the portrait selector is very tight in its box -- needs some space around it so it's not squashed right up into the corner.
6) Items on the floor seem to be floating -- I think they need shadows to make them look more like they are actually in the world.
7) http://www.grimrock.net/wp-content/uplo ... shot02.jpg -- could the damage in the middle of the screen be made more obvious? It's a bit small and lost?
8 ) The flying creatures look too heavy for their wing size -- they'd either need slimmer bodies and/or a tail for balance.
9) A really minor thing -- but the bricks in the ceiling would actually collapse. How are the individual bricks being held in place like that?

Zyx, psst, don't tell anybody but I'm really tempted to squeeze in mod support for you so that I could get to see earlier what you can do with LoGZyx wrote:Shut_up_and_take_my_money.jpg



 This has been the most intense project I've ever been part of (except maybe for a demo project that we did ten years ago in 42 hours with a couple of friends - nonstop coding for two days with 5 of us crammed in my 29m2 flat). Starting up the company, doing subcontracting work to raise up money, learning the ways of the business (still learning every day, heh), shoe string budgets, and of course intense coding sessions. But it's all finally coming together as we are getting closer to launch. And it's totally worth it! But this also means that the pressure is rising. People are expecting us to deliver a worthy successor to DM, and this has been the goal of the project all along, but this also causes us tremendous pressure. DM is an incredibly well-balanced game and topping that will be very difficult. That said, I'm glad that the most important elements, puzzles and combat, feel good, and the transition from 2D to tilebased fully animated 3D graphics works surprisingly well although many aspects of the game had to be rethought because of changes to timing. For example, the pace of combat and movement speed are subtly different from pure old school 2D dungeon crawlers.
 This has been the most intense project I've ever been part of (except maybe for a demo project that we did ten years ago in 42 hours with a couple of friends - nonstop coding for two days with 5 of us crammed in my 29m2 flat). Starting up the company, doing subcontracting work to raise up money, learning the ways of the business (still learning every day, heh), shoe string budgets, and of course intense coding sessions. But it's all finally coming together as we are getting closer to launch. And it's totally worth it! But this also means that the pressure is rising. People are expecting us to deliver a worthy successor to DM, and this has been the goal of the project all along, but this also causes us tremendous pressure. DM is an incredibly well-balanced game and topping that will be very difficult. That said, I'm glad that the most important elements, puzzles and combat, feel good, and the transition from 2D to tilebased fully animated 3D graphics works surprisingly well although many aspects of the game had to be rethought because of changes to timing. For example, the pace of combat and movement speed are subtly different from pure old school 2D dungeon crawlers.I hope you have implemented encumbrance and puzzles that involve weights and the weight of the party - this was great in DM. Hidden skills like luck - are they in there ? In fact one of the main things that made DM what it was was attention to detail and using game mechanics so well (who can forget "time is of the essence"? or the riddle room ?). It was this interplay of riddle, logic and combat that made it great for me.If you have something on your mind, now's pretty much the last chance to affect things.


 
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