I’ll have to apologize that this post will lack the focus that the previous ones have had but there’s a very good reason for it: I also lack focus today! I lost the focus yesterday when I was out for a couple of beers with other Finnish indie game developers (and had a great time as usual) but despite that, my current state of being is actually good for writing. Usually when I’m a little hung over I have pretty good flow, in more ways than one, so we thought why not exploit my misery to type one of these “what we’ve been up to recently” -posts.

So now that we have that disclaimer out of the way, let’s start from the big picture: Legend of Grimrock 2 is starting to really shape up. I mean now it actually has a shape instead of being scattered all around in little bits and pieces that don’t connect with each others in any meaningful way. Our first levels are in alpha and we are closing in fast towards the state where we have more or less the whole package and can switch to “iterate and polish” -mode. But we’re not quite there yet: we still have time to experiment with new features!

One of those new features we tried out is rivers. Of course they are not only for looks so that you can go for a refreshing dip in them if you want to. A nice byproduct that we got from it is that now it’s possible to create terrain where there are bigger differences in elevation so now we can add small canyons or ditches into the wilderness or add “verticality” to some dungeon rooms as well.

Now that we aren’t facing the immediate threat of starvation if we don’t get the game done ASAP (like the situation was with Grimrock 1), we’ve actually had the luxury of being able to go back and iterate and polish some of the 3D models we’ve done. Especially the outdoors now look much more lush and we have a bigger palette of building blocks so we can put much more variety in them. Juho has been working on the intro cinematic and it’s just one or two days away from completion and this time it’ll be fully animated and it looks awesome. The steady trickle of new animated monsters has also continued and every now and again there’s also a burst of new items. Making items is fun but it’s best enjoyed in small doses so that you can avoid the creative hangover that you can very easily get from churning out those tiny icons and 3D models…

And, uhh, it feels like I’m maybe talking a little too much about hangovers here so I think I need to defend myself here so that you’re not left with the impression that I’m leading a completely destructive lifestyle (although admittedly it’s pretty close) :) . To prove my point, here’s a few photos from the 5 day hike I did with Juho a month ago in Urho Kekkonen National Park in Lapland:

If you want to see more, here’s a gallery by Juho and a gallery by me.

Oh and by the way, if you want more tidbits about developing Grimrock 2, Petri can now be found on Twitter too. Check it out!

  5 Responses to “Rivers, Hangovers and Lapland”

  1. Glad to know you had a good time.

    http://www.grimrock.net/wp-content/uploads/2013/10/5.jpg
    This picture is phenomenal. I’m having a hard time believing it didn’t go thru some photoshop aftereffects.

  2. Yay! Verticality! Might that mean we can hope for multi-floored levels (as opposed to single levels comprising of exactly one floor)? Glimpsing down from a ledge to the terrors below? Gazing upon the brooding ruined castle atop the cliffside? Real 3D dungeon puzzles? You’d be treading entirely new ground in the genre, methinks!

  3. Damn, you should have told me and I would have joined you! ; D Fantastic landscape, even if eastern Lapland is my own territory per se.

    As for the game shaping up, this is all very promising news, and I appreciate getting a good general picture. I’ve got a feeling you can improve pretty much everything from Grimrock one, not that it was bad to begin with!

  4. nice post thanks

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