JKos wrote:McSkivv wrote:
As to github, I personally don't understand it. I simply don't have a clue how it works with Grimrock to allow us to build the dungeon simultaneously yet separately. I think it does it by picking apart the dungeon.lua file, but I haven't any idea how that works or how to set that up.
Just install it and make a new repository, it's made by people who are much smarter than us(or me at least). It uses diff algorithm for detecting/merging the changes. Try it with some simple dungeon with couple of people. I'm sure that it's much easier than copy pasting in dungeon.lua in the end.
Ok then. I'm having a hard time wrapping my mind around it, but I'll trust you on it. Github should be the way to go then.
As far as the overall plan goes, I think that the whole world should be one dungeon. 100 floors, 20 dedicated for the overworld, 80 for the dungeons. Dungeons should be two-to-four floors in length (Smaller, plentiful dungeons sounds like a better idea for an open-world free-to-explore adventure). Looking at the map, I'd recommend this for story and general game-play:
***Story content removed for potential future spoilers***
Whatever the story is, it should start out light. This is after all an open-world adventure game ala the Elder Scrolls, and a very in depth story could lead to a feeling of linearity or being forced into a given path. That isn't to say we can't have a really cool story, but it needs to be handled carefully so as to not compromise the freedom that this mod should emphasize.
There has always been one crirical scene I associate with this project: When you reach the final dungeon with all the relics, you have to place each one on an alter, then a big door slowly grinds open into the dungeon.
To me, that really has to happen.
Gathering magical artifacts to open the final dungeon is a good gameplay mechanic for an open-world game. I think seven of them should do it.
We should be able to set up infrastructure, settle into roles, and have a working Isle of Nex by the end of January. The hardest thing will be gathering art assets. I myself can't draw, render, or make music. I won't even be able to do level design come mid January. I'm a college student, and classes will resume then. I'll still be able to help with story work, organizational work, communication, testing, and so on, but I won't have much time for the front-line grudge-work that will make up the majority of this project.