[MOD] Orwak - Beta 1.0

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Damonya
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[MOD] Orwak - Beta 1.0

Post by Damonya » Wed Mar 06, 2013 10:15 am

ORWAK

NEXUS FILES:
http://grimrock.nexusmods.com/mods/242

AUTHOR:
DamonYa

VERSION ALPHA 0.04 - September 12, 2014 (= Beta 1.0)
- Level 1: completed and tested. For a player of level 1-5
- Level 2: completed and tested. For a player of level 5-7
- Level 3: finished (current test). For a player of level 7-9

DESCRIPTION:
Many rumors circulate about Orwak prison.
Its long isolation reinforces all of its existing myths.
The latest say a terrible tragedy has occurred,
forcing the abandonment of its guardians
and the deaths of its captives.
Other rumors say it is built on ancient catacombs
and the dead still roam her halls, hunting intruders.
The oldest stories about Orwak have long been forgotten,
but only a truly sick mind could speak them without trembling.

INSTALLATION:
Unzip the files in "My Documents\Almost Human\Legend of Grimrock\Dungeons" folder's

TESTER:
- Thide (FR version)
- SpiderFighter (EN version)


SCREENSHOT :
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ASSET:
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for the time being:
- 5 Gobelins - Undeaddemon
- AI Switcher - Xanathar
- Akroma Monsters - Akroma
- Alcoves And Gems Collection - LordYig
- Boulder - Pat Ferguson
- Buttons - Galore
- Clean Dungeon Wallset - Neikun
- Custom Alcove - Neikun, Batty, Crisman, Kuningas, Huder, SpiderFighter, Grimwold, 3TiHwCrow, Vice Dellos
- Decoration Pack 1 - Neikun
- Deep Dungeon Wallset - Daniv
- Dwarven decor - Asteroth6
- Extended Spells Framework - Diarmuid
- Extra Lanterns Pack - Skuggasveinn
- Flooded Dungeon - Skuggasveinn
- Ghost Archer - Neikun
- Glass Walls & Secret Doors - LordYig
- Grim Bed - Germany
- Grimrock Model Toolkit - JohnWordsworth
- GrimQ Library - Xanathar
- Grim Square Table - Germanny
- Grimwidgets - Xanathar, JKos, Thomson, Mahric
- LOG Framework - JKos
- Practice Dummy - Cougardod
- Pack Sound - Akroma, Cliffworms and lot anonymous author
- Secret Doors Extras - Skuggasveinn
- Skeleton Ghost - Pandafox
- Skeletons Impaled - Skuggasveinn
- Skull Pack - Asteroth
- Scripts Helps - Marble Mouth, Komag, Alcator, Alois, Diarmuid, JKos, JohnWordsworth and all of Grimrock Forum
- Intro Music - Within the Temeria - Adam Skorupa and Krzysztof Wierzynkiewicz
...and other later
PRESENTATION :
The 0.04 version is practically a beta version, with an end and a priori without major bugs (however, need testers and external review). I think the mod is complete in outline, although nothing prevents me to add more levels in the future.
Are currently built and tested the level 1, 2 and 3. These 3 levels are in terms of playtime, about first 6 levels of the original games, an increase (and leveling items, monsters) similar to the original games level 1 to about 9. Playtime = average about 6-9 hours.
Although I have traveled far and wide in my dungeon, I still search the collaboration of some serious testers to verify that everything is perfect.
Now this mod is also translated in a correct English (A big thank you to Spiderfighter for all English corrections)

LEVEL 1:
As I said this level is 2-3 times denser than the original games:
- About fifteen great puzzles (+ other smaller, nested or complementary)
- Almost forty secrets to find
- About fifteen notes and scrolls telling the story
- 1 cinematic intro

LEVEL 2:
More denser than the original games:
- About fifteen great puzzles (+ other smaller nested or complementary)
- Almost thirty secrets to find
- About ten notes and scrolls telling the story

LEVEL 3:
Bigger, stronger, more beautiful, more frightening than the previous levels
- About 20 great puzzles (+ all the mini-puzzles)
- About 25 secrets to find
- Less text but more animated and more soundtrack

-------------
Version Alpha
-------------
______
0.01:
* Initial Release
* Level 1:
- Completed and tested
* Level 2:
- Completed and untested

______
0.02:
* Global:
- Complete test (Thide) and fixes some bugs
- EN version: Fixed all texts (SpiderFighter)
- FR Version: Correction of spelling and reformulations (Thide)
- Complete overhaul of player progress and difficulty of monsters
- Disappearance of the leveled monsters and adding new monsters (new textures)
- Added a Help scripted system with major puzzles (failure counter + self-commentary of the player)
- Integration of the Puzzle Assistance System in a widget option: magic compass.
* Level 2: Completed and tested
- Added a number of decorations
- Added some mini-puzzle
- Editing, adding and improving scripts, sounds and events
- Added objects (hidden and non-hidden)
- Improved game performance (better management of lights)
- Writing new texts


______
0.03:
* Global:
- Again changes in improving and difficulty of monsters
- All new monsters now have a personalized AI
- Better management experience points + bonus XP at the end of level (Excel table attached)
- Some minor changes in decoration (level 1 and 2)
* Level 3:
- Complete construction of the level (finished but not tested)


_______
0.04:
* Global:
- New Complete Test for Level 1 and 2 (Thide)
- Version FR: Some minor corrections of spelling, formulations (Thide)
- Fixed bug that disappear weapons thrown at some scripted monsters
- Fixed many other minor bugs after test (level 1-3)
- Optimized some scripts to minimize the risk of crash
- Creation of a leveling system to facilitate testing.
- End cinematic
* Level 2:
- Writing new texts
- Fixed a major bug when you kill some monsters
- Improved performance at the end of Level
* Level 3:
- Fixed several major bug that crash the game
- Some minor changes to some puzzles and minor bugs


FRENCH VERSION :
VERSION FRANCAISE :
SpoilerShow
VERSION ALPHA 0.03 - 03 Mai 2013
- Niveau 1 : terminé et testé. Pour un joueur de niveau 1 à 5
- Niveau 2 : terminé et testé. Pour un joueur de niveau 5 à 7
- Niveau 3 : terminé (en cours de test). Pour un joueur de niveau 7 à 9

DESCRIPTION :
Nombreuses sont les rumeurs circulant sur la prison d'Orwak.
Les plus modernes affirment qu'un terrible drame y aurait eu lieu,
provoquant la fuite des gardiens et la mort de tous les captifs.
Pour d'autres, ce donjon perdu au milieu des montagnes,
serait construit sur d'anciennes et sinistres catacombes,
et nombre de cadavres hanteraient encore les lieux afin d'en chasser les intrus.
Mais seul un esprit malade serait capable de vous conter ces plus anciens mythes sans trembler.

INSTALLATION:
Dézipper le fichier dans le dossier "Mes Documents\Almost Human\Legend of Grimrock\Dungeons"

TESTEUR :
- Thide (version FR)
- SpiderFighter (version EN)

AMELIORATIONS :
Pour le moment :
- 5 Gobelins - Undeaddemon
- AI Switcher - Xanathar
- Akroma Monsters - Akroma
- Alcoves And Gems Collection - LordYig
- Boulder - Pat Ferguson
- Buttons - Galore
- Clean Dungeon Wallset - Neikun
- Custom Alcove - Neikun, Batty, Crisman, Kuningas, Huder, SpiderFighter, Grimwold, 3TiHwCrow, Vice Dellos
- Decoration Pack 1 - Neikun
- Deep Dungeon Wallset - Daniv
- Dwarven decor - Asteroth6
- Extended Spells Framework - Diarmuid
- Extra Lanterns Pack - Skuggasveinn
- Flooded Dungeon - Skuggasveinn
- Ghost Archer - Neikun
- Glass Walls & Secret Doors - LordYig
- Grim Bed - Germany
- Grimrock Model Toolkit - JohnWordsworth
- GrimQ Library - Xanathar
- Grim Square Table - Germanny
- Grimwidgets - Xanathar, JKos, Thomson, Mahric
- LOG Framework - JKos
- Practice Dummy - Cougardod
- Pack Sound - Akroma, Cliffworms and lot anonymous author
- Secret Doors Extras - Skuggasveinn
- Skeleton Ghost - Pandafox
- Skeletons Impaled - Skuggasveinn
- Skull Pack - Asteroth
- Scripts Helps - Marble Mouth, Komag, Alcator, Alois, Diarmuid, JKos, JohnWordsworth and all of Grimrock Forum
- Intro Music - Within the Temeria - Adam Skorupa and Krzysztof Wierzynkiewicz
...et d'autres plus tard.


PRESENTATION :
La version 0.04 est pratiquement une version beta, avec une fin et à priori sans bugs majeurs (besoin de testeurs et d'avis extérieurs cependant). Je considère que le mod est terminé dans les grandes lignes, même si rien ne m'empêche d'ajouter encore quelques niveaux dans le futur.
Actuellement sont construits et testés le niveau 1, 2 et 3. Ces 3 niveaux représentent en terme de temps de jeux, les 6 premiers niveaux du jeux d'origine, soit une progression (leveling + item) similaire au jeux d'origine de niveau 1 à 9 environ. Temps de jeux moyen = environ 6 à 9 heures.
J'ai beau avoir parcouru de long en large mon donjon, je recherche quand même la collaboration de quelques testeurs sérieux supplémentaires pour vérifier que tout est bien parfait.
Le jeux reste de base en anglais, mais tout mon donjon est en français. C'est à dire que seul ce qui concerne l'inventaire (description des items) et la fiche du personnage restent en anglais. Toute l'histoire et ce qui peut être modifié via éditeur est en français. La difficulté a été de se passer des accents. (vive le dictionnaire des synonymes). Par exemple vous remarquerez qu'il n'y aucun accent dans la description du mod plus haut. (Merci à Thide pour toutes ces corrections en Français).


NIVEAU 1 :
Comme je le disais ce niveau est 2 à 3 fois plus dense que le jeux d'origine :
- une 15aine de grandes énigmes (+ d'autres plus petites, imbriqués ou complémentaires)
- une 40aine de secrets à trouver
- une 15aine de notes et parchemins racontant l'histoire (en FR).
- 1 cinématique d'intro (en FR)

NIVEAU 2 :
Plus dense que le jeux d'origine :
- une 15aines de grandes énigmes (+ d'autres plus petites, imbriqués ou complémentaires)
- une 30aines de secrets à trouver
- une 10aine de notes et parchemins racontant l'histoire (en FR)

NIVEAU 3 :
Plus grand, plus fort, plus beau, plus effrayant que les niveaux précédents
- Une 20aines de grandes énigmes (+ tous les mini-puzzles)
- Environ 25 secrets à trouver
- Moins de textes mais bien plus animés et d'ambiances sonores

-------------
Version Alpha
-------------

______
0.01 :
* Parution Initiale
* Niveau 1 :
- terminé et testé
* Niveau 2 :
- terminé et non-testé

______
0.02 :
* Global :
- Test complet (Thide) et corrections de quelques bugs
- Version EN : Correction de tous les textes (SpiderFighter)
- Version FR : Correction de l'orthographe et reformulations (Thide)
- Refonte totale de la progression et difficulté des monstres
- Suppresion des monstres levelés et ajout de nouveaux monstres inédits (nouvelles textures)
- Ajout d'un système d'aide scripté aux énigmes principales (compteur d'échec + auto-commentaire du joueur)
- Intégration du sytème d'aide aux enigmes dans un widget optionnel : boussole magique.
* Niveau 2 : terminé et testé
- Ajout de nombreuses décorations
- Ajout de quelques mini-puzzle
- Modification, ajout et amélioration de scripts, sons, évenements
- Ajouts d'objets (cachés et non-cachés)
- Amélioration de la performance du jeux (meilleure gestion des lumières)
- Ecriture de nouveaux textes

______
0.03 :
* Global :
- Encore des modifications de la progression et difficulté des monstres
- Tous les nouveaux monstres ont maintenant une IA personnalisé et différente
- Meilleure gestion des points d'expériences + bonus d'XP en fin de niveau (tableau Excel joint)
- Quelques changements mineures au niveau des décors (niveau 1 et 2)
* Niveau 3 :
- Construction complète du niveau (terminé mais non-testé)


______
0.04 :
* Global :
- Nouveau Test Complet pour le niveau 1 et 2 (Thide)
- Version FR : Quelques corrections mineures d'orthographes, formulations (Thide)
- Correction du bug faisant disparaitre les armes de lancés sur certains monstres scriptés
- Correction de nombreux bugs mineurs divers après test (niveau 1 à 3)
- Optimisation de certains scripts pour minimiser le risque de plantage
- Création d'un système de levelling pour faciliter les tests.
- Cinématique de fin
* Niveau 2 :
- Ecriture de nouveaux textes
- Correction d'un bug majeur lorsqu'on tue certains monstres
- amélioration de la performance à la fin du niveau
* Niveau 3 :
- Correction de plusieurs bug majeurs faisant planter le jeux
- Quelques changements mineures sur certaines enigmes et bugs mineurs
Last edited by Damonya on Wed Sep 24, 2014 11:22 pm, edited 18 times in total.

Thide
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Re: [WIP] Orwak (Mod FR) Recherche de Testeur

Post by Thide » Fri Mar 08, 2013 1:10 am

DamonYa, I volonteer.

PM sent. ;)

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Drakkan
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Re: [WIP] Orwak (Mod FR) Recherche de Testeur

Post by Drakkan » Fri Mar 08, 2013 10:31 am

I love french language, even when I do not understand it : )) so sorry, will not play this for now. ALso I suggest you to make at least introduction here in english, because I guarantee you, that majority people do not understand it.
Breath from the unpromising waters.
Eye of the Atlantis

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Damonya
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Re: [WIP] Orwak (Mod FR) Recherche de Testeur

Post by Damonya » Fri Mar 08, 2013 12:00 pm

I know, but it's easier for me to build it in French and then after translated into English, rather than opposite. When I'd finished, or at least more advanced, I will translate in English. Juggle two versions at the same time, too complicated.

But if you like challenges and role play, you can imagine that you are a foreigner and fell into Orwak unable to translate the runes and various scroll. :D

An approximative translate:

Many rumors circulating about Orwak prison.
Its long isolation enhances all existing myths.
The latest say a terrible tragedy would have occurred,
forcing the abandonment of his keeper and captives died.
Others say it is built on ancient catacombs,
and the dead still haunt her places to hunt intruders.
The oldest stories are long Orwak omitted
and only a truly sick mind could tell without trembling.


Thide, I'm contacting you :)
Orwak - MOD - Beta version 1.0

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Damonya
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Re: [WIP] Orwak - Need Tester

Post by Damonya » Mon Mar 18, 2013 12:55 am

I am happy to announce that I am now working at the same time an English version of my mod.

So I'm looking for English speaking testers and able to correct my English on my mod. I need your help to test my mod in English. Thanks.

I put all the text via script so I can easily juggle at the same time an English version or French.

PS: I edit the topic of the beginning too: Now it is written in English
Orwak - MOD - Beta version 1.0

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Damonya
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Re: [WIP] Orwak - Need Tester

Post by Damonya » Tue Mar 19, 2013 11:28 am

I point out this because I don't know if I was very clear.

My mod is already translate in English. I'm just looking for a tester, only to correct any potential misspellings or conjugation. As English is not my native language, it's possible.

I already have someone else to test the gameplay of my mod. Also, Thank you to Thide who helps me a lot.
Orwak - MOD - Beta version 1.0

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edemskicz
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Re: [WIP] Orwak - Need Tester

Post by edemskicz » Fri Mar 22, 2013 1:01 pm

I am here and I do not know how to go
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Damonya
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Re: [WIP] Orwak - Need Tester

Post by Damonya » Fri Mar 22, 2013 1:21 pm

SpoilerShow
If you activate the 2 levers, you have to go back just a little behind, near the cells. A door (portcullis) just opened: 1 cell to the east, and 2 cells to the south from your position.
Otherwise a new tester volunteered for clean my English translation. Thank you to spiderfighter. ;)

And I will not be available for a week from March 23 to 31. The next version (0.02) will be available in early April.
Orwak - MOD - Beta version 1.0

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edemskicz
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Re: [WIP] Orwak - Alpha 0.01

Post by edemskicz » Fri Mar 22, 2013 3:46 pm

Thanks so much! But much farther I got. (google translate ;-))
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Damonya
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Re: [WIP] Orwak - Alpha 0.01

Post by Damonya » Fri Mar 22, 2013 3:59 pm

SpoilerShow
Yes this puzzle is difficult if you can't translate the text, because the entire solution is included in the notes. In addition, my english translation is not yet very clean (this is in progress). But the solution is on the map. All alcoves you have open were a trap. In addition, this monsters earns you no XP, because you don't find the solution. In notes, the key words are: map and number. And in a note it says the number corresponds to one button, to press a number of times. Which number you see in the map. There are also other visual clues in the room, so you can found the solution without note, but it is more difficult (look the light of the room, and the texture walls). In any case, press all the buttons higgledy-piggledy was not the solution, as soon as you make a mistake, the counter resets to zero, and you have a no xp monster. ;) But understand, why the monsters spawn and in what circumstances, can also put you on the road: This is the solution I try and I see. If you can't find I will give you the complete solution. This may be my fault, bad English translation. I think I wrote "figure" instead of "number" in the note. Very sorry.
Hope that you find fun with the mod, anyway. :roll:
Orwak - MOD - Beta version 1.0

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