Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Komag
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Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Komag » Fri Mar 08, 2013 4:15 pm

I've packaged up and done a full public release of Legend of Grimrock - Remake

This is simply an exact replica of the original game, but now you can look "under the hood" and see how everything is done in the editor.

Steam:
http://steamcommunity.com/sharedfiles/f ... =131395954

Nexus: (SOURCE is here)
http://grimrock.nexusmods.com/mods/230

If you want to open it up in the editor to see all the scripting plus all my notes and commentary, you can get the SOURCE file from the Nexus page.

Here is the readme.txt (spoiler for post formatting, no actual spoilers)
SpoilerShow
LEGEND OF GRIMROCK - REMAKE
by Komag

Legend of Grimrock - Remake is a full re-creation of the original game, made with the dungeon editor.

There are some known issues (mostly with how dreams work and how the final boss interaction and battle works), but for the most part everything should be identical to the original game (with some exceptions noted in the CHANGES list below).

One benefit of playing Legend of Grimrock in this manner is that you now have the option to import a party and begin the dungeon at a higher level, such as if you found the game to be too hard or if you just feel like defeating everything with one hit!

The larger purpose of this project was, first of all, to learn the editor better, and secondly, to open up the original dungeon's puzzles so others who are using the editor can see how it all was done. The source files are available as a separate download on Grimrock Nexus (grimrock.nexusmods.com), including the main dungeon editor file which contains lots of notes and comments on how I discovered the way things were set up and how I approached certain puzzles and problems.

Please message me (official Grimrock forums) about gameplay problems or important differences you may notice, thanks.

Enjoy!
Komag

PS - If your console is enabled you will see a lot of debug print messages that I used to figure out how things worked. You can turn them off (and on again) by pressing Z and X at the same time.
--------------------------


------- CHANGES --------

I made quite a few minor changes from the original game for various reasons. In general I wanted to stay quite faithful to it, but here and there I judged a change was called for.

LIST OF CHANGES I MADE ON PURPOSE
(petri fixed a couple of these in v1.3.6)

LEVEL CHANGE

- 0 added magic spell generic sound for enchanting arrows
- 1 added fall landing sound, health damage, and proper individual damage sounds depending on race/gender of champions
- 2 walk back puzzle, very tiny increase in time
- 2 moved sling a little to make it more visible
- 4 added extra "soundAt" for herder teleport sound, in the first room
- 4 changed Time and Tide chitin alcove secret activation (mask taken, not alcove empty)
- 4 rotated hint scroll after Menagerie to be on N side of square, consistent with other three scrolls around central teleporter
- 4 changed how lever works to turn back on teles (toggle) in main room after trap sprung
- 5 reduced "legs carry you here" plate to 6 deactivates (from 8)
- 6(5) Toorum "scroll" changed to a note (THIS WAS FIXED IN v1.3.6)
- 6 walkabout - original game doesn't click when going back to first plate, mine does
- 6 crystal dreamPlate - I "fixed" and added the missing dream, unlocked here
- 7 added ceiling shaft to light in N pits room
- 9 "removed" mistake extra pillar at end of pillared hallway
- 10(9) rock throw puzzle (basement of 9), I made it more real according to note instead of easy/fake original version
- 10 S of inner sanctum, fixed red gem alcove door behavior (THIS WAS FIXED IN v1.3.6)
- 10 added ceiling shaft to lights in sanctum
- 11 added rock, in case needed for tomb W (THIS WAS FIXED IN v1.3.6)
- 11 added ceiling shaft to light in tomb E
- 11 fixed burnt torch problem (now allowed)
- 13 spread out armor in supply room
- 12,14 DREAM and CUBE changes are not so much design choices as they are editor constraints.
-----------------------------------------------------------
-------------------------

My MUCH larger project, Legend of Grimrock - Master Quest, is in final stages of testing and should be released next week :)
Finished Dungeons - complete mods to play

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Drakkan
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Drakkan » Fri Mar 08, 2013 5:31 pm

Thanks a lot Komag, this is really awesome and generous from you, I believe it will help hundreds (or thousands) of people to go "deeper" in scripting and thus making much more better dungeons.
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Skuggasveinn
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Skuggasveinn » Fri Mar 08, 2013 6:00 pm

Great news, congratulations on the release Komag.
Will give it a go over the weekend.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.

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Damonya
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Damonya » Fri Mar 08, 2013 6:22 pm

Whaouuu. Very interesting. And a lot of note. Very useful for all modders. Thanks. You appear to have suffered in some places. (example hall of teleporter in level 2)
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Komag
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Komag » Fri Mar 08, 2013 6:29 pm

Yes, I was still very new at this stuff while I worked on this, and I have to say that the level two cells teleporter cycle is one of the trickiest spots in the entire dungeon to get working right - I did two major overhauls to it, and still tweaked and updated it almost right up until the end!
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Xanathar
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Xanathar » Fri Mar 08, 2013 6:30 pm

This is pure gold in the hands of everyone - clicked two things and found two useful things :!:
I had immediately to try it in the editor and check the dreams. Awesome job!

Thanks Komag for this!

And this note:
SpoilerShow
-- This corpse was turned to face the same way as in the original
-- game. Throughout every level, every single piece of dirt,
-- ivy, ceiling root, etc, was carefully positioned exactly
-- as in the original game. The only thing I ignored was the
-- auto-placement of minor wall decorations such as the hooks
-- and chains, etc. All the floor drains were also placed
-- accurately.
really shows the entity of your effort!
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Numberouane
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Numberouane » Fri Mar 08, 2013 6:55 pm

Thank you Komag

You are really fantastic guy !

:)

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petri
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by petri » Fri Mar 08, 2013 8:56 pm

Whoah! I just read through 20000 lines of dungeon.lua code and had a blast! I really enjoyed your commentary, you crazy man! :) The way you painstakingly set up the dreams and the end fight is very impressive, especially considering that you didn't have access to the internals of the engine. Hats off to you!

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Komag
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Komag » Fri Mar 08, 2013 9:26 pm

Wow, thanks! :D That means a lot coming from you! :mrgreen:

Digging apart every nuance of the original Grimrock dungeon really gave me an appreciation for the genius of the game design. From top to bottom, you AH guys nailed it in sound judgement and solid systems. Dozens of core decisions, like keeping most secret mechanisms close enough to be audible, or providing just enough subtle clues to make ambushes never feel cheap, make the game work so much better than it might have otherwise.

So, honestly, hats off to you Petri, Antti, Juho, Olli, and everyone else at AH who worked for years to make Legend of Grimrock the solid foundation it is. 8-)




(PS - Master Quest is 32000 lines! :o )
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Neikun
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Re: Legend of Grimrock - Remake: PUBLIC RELEASE, plus SOURCE

Post by Neikun » Fri Mar 08, 2013 11:22 pm

The dream comes true today. :D
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