If you crawl most literally through dungeons, why make it in third person? You get heaps of design problems and practically nothing in return. The ability to zoom into third person however, is strange, and I mean this not from a dogmatic view (see 'elements of torchlight crawlers'). Thanks, I'll check it out and add it to the list, if it's a torchlight crawler and also finshed. Not sure if it's going to be as cool as LOG but there is a free playable demo on the BloodLust website that's fun! Its also third person (but can zoom into first person too) and all loot is random. There's 3 playable classes similar to the standard mage, rogue and warrior types (witch, criminal, thug) but I think there is only going to be 3 races Vampire, Dhampire (half vampire/half human) and human (ShadowHunter) Its not as polished as Grimrock (it's not party-based or gridbased either) but has a couple similar features - such as plenty of secret walls, traps, poison gas spitting snake statues, timed doors, floorswitches,etc. but actually plays more like a dungeon crawler) I mean, you might have some nice portraits and effects, but, for instance, an even stronger fighter might feel unimaginative.īilly777 wrote: BloodLust - Shadowhunter is another "Indie" dungeon crawler in development - (it's Vampire themed and sort of looks like a sequel to Masquerade Bloodlines. Humans are versatile and fit everywhere.Īnd new traits are hard to implement technically, but also from the POV of game design. There is already a race for mages, warriors and rogues along with their corresponding attribute. The design is done in a way that new races will find little room to shine. The dreams already bugged me a bit, as I knew the whole pointe and basically just skipped races The question is also: on a playthrough, will it get in the way? Grimrock goes the Dungeon Master way where most of the emotional action happens in your imagination. Legend of Lore pulled this off because the whole game was structured around a narrative. They also fit the game - a real dialogue can get hard to text right, the whole mood of the dungeon can change etc. The dreams you experience were an interesting idea in so far as they were relatively easy to develop but the emotional impact was there, as is was atmospheric, mysterious and left you with more questions. What you might not like in a cutscene, I might like and vice versa.Ĭut scenes and dialogue is highly controversial, I for one am glad they didn't implement more of it. There are various things in EoB1 and especially EoB2 that brought the world alive, that I missed even in LoG, such as being able to recruit NPCs, "cutscenes", some dialogue.įor the most part, this is an aesthetic argument and difficult to deal with objectivly.
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