When I was helping Petri to test the compatibility of save games made in different versions of custom dungeons, a stupid (and completely unrelated) idea dawned unto me. In this video, you can see the manifestation of the idea (I sincerely hope you can forgive me…):

It’s a step sequencer which is a technique used in many old and new drum machines and groove boxes for (mostly) creating drum patterns. It’s got three separate drum tracks, one bass track with three different sounds and, like any good piece of music hardware, lots of blinking lights! Even though having a drum machine in an underground dungeon, which usually is populated by nightmarish monsters, is probably a little silly, this is a good demonstration of some of the capabilities of the Dungeon Editor. And when I placed some monsters to jam there to produce the patterns, all sorts of ideas about generative music started popping into my head: branching paths that monsters would wander along lazily, hitting triggers that produce melodies in some musical scale or maybe even something resembling a TENORI-ON controlled by snails… I’ll have to see if I have the time to do something about it but I’m fairly confident it could generate some pretty cool ambient tunes.

Oh, and about the dungeon editor: we’ve reached internal beta! All the features and functionality is done, now all it needs is just a little bit of polishing and bug fixing and then we can unleash it into the wild. We’re getting close to the finish line, folks!

 

Monsters are an essential part of Grimrock’s dungeons and I thought I’d share some in-depth look at some of them. Legend of Grimrock features twenty unique monsters whose shape and size range from green jelly to… well, all you who have finished the game know to what. Here I have picked three of my favorite monsters that I enjoyed making the most and still feel happy about.

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Hello, it’s time for a proper weekly update once again!

It almost seems like there’s a rule in the universe that the amount of kick ass graphics produced at any given time is a constant. You see, we hired a new guy in the field of kick ass graphics production and almost at the same time Juho (who also operates in the very same field [kick ass graphics production -Editor]) manages to break his collarbone with his mountain bike, rendering him temporarily useless (for our twisted purposes, that is). Luckily though, he is left handed so he should be able to continue with us pretty soon and he also happened to have a camera mounted on his chest so we’re eagerly waiting to see what the tumble looked like!

Anyways, we wish him a speedy recovery but let’s get back to the topic at hand. Almost Human made a big leap and we did our first hire! Let’s all welcome Jyri, who’s an old colleague/friend of ours. He has previously worked on Trine 2 and Shattered Horizon, among other things, and his special skills include ZBrush and mucking around on an electronic drumset. He already started working on some 3D objects that will certainly find their home in a dark dungeon somewhere but right now as I’m writing this, he’s having fun by assembling some Swedish furniture which incidentally will also find their home in a dark dungeon somewhere (e.g. our office).

We also opened a Cafepress store where you can buy Legend of Grimrock and Almost Human shirts, hoodies and pet bowls! Tell us what you think and if there’s something you would like to see in the store, do let us know and we’ll take a look if it’s doable!

The dungeon editor is also progressing well. I know there’s a lot of folks out there who have been asking if using custom assets, like new environment graphics, monsters, sounds, items etc., would be possible and I’m glad to say that we have now solved all remaining issues with those! I’m sure we’ll see a lot of awesome new fan made graphics and other things of immeasurable beauty :) . There’s also a handful of usability improvements like better filtering of the asset list (no more scrolling, yay!) and we think we could call the editor pretty much feature complete. This means that it’s now possible to do everything necessary with the editor to create functional custom dungeons but there’s still a few improvements we want to make and we’ll also have to update the game itself a little so you can load the custom dungeons there. But all in all, we’re very close to the finish line here!

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