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willsmith
03-03-2010, 08:55 AM
Is it possible that any of the following features be implemented with Grim Dawn's current engine?

-more dismemberment for all type of monsters?
(for example skeletons and automatoi from TQ:IT or lightsaber attacks from Star Wars: Jedi Outcast, you can see body parts flew all over the place -- not for below 18 though :eek:)

-attacks/skills that aim for and damage certain body parts?
(like fallout 1 & 2--hit the deathclaw's eye!):rolleyes:

-destructible environment? (Silent Storm, Diablo Barrels)

-dialogue bubbles for team chat? (Maple ;-p)

-npc/monsters that talk among themselves?
(funny dialogue between gangsters in maxpayne 1 & 2)

-more human enemies?
(too many beastmen in TQ)

-more push and pull effect on monsters?
(knockback monster, monster vacuum, grabbing and throwing monsters into trap/hazardous environment)

-flying enemies that required real ranged attack?

-I know Kung Fu?
(mainstream unarmed attack/skills)

-powerful channeling attacks/spells with awesome animation but can be disrupted with other skills?
(for example Ultimate skill of Sand King, Witch Doctor, Enigma from DOTA)

-more distinctive characteristics, strength and weakness of different enemies?
(1) tanker type that will make you cry if more than 1 of them gang
on you,
(2) rogue type that use lightning fast hit and run tactic
while trying to overrun you,
(3) trapper type that will lure you into invisible trap device they put around,
(4) caster type that will blow you to outer space with incredible channeling spells if you don't stop them in time

-King Of Fighter style game play?
(a) Enemy receiving heavy blows(but not dead yet =.=) are knocked down and need time (3 sec.) to climb up and fight again.
(b) ULTIMATE skills will have a few seconds of really awesome animation before the blow is released, for example swinging your blades/hammers in 360 degrees while moving towards your target and then a top down slash/strike on target. KABOOM!
(c) Hit counter. (1hit, 2hits, 3hits...300hits)
(d) Each hit on enemy will cause them to stun for a very short period of time(0.2 sec for example). Same thing happens to you too.

-Attacking while moving with ranged weapon(guns, shuriken, slings)?
(In sacred 1 wood elves mounting on horse can shoot arrow and move at the same time by
(1)left clicking on target
(2)then immediately left clicking again on the place where you want to go when her shooting animation started
(3)then u hold your mouse button and drag around the ground and you will shoot(auto aim) and run at the same time)

-Attacks from different directions?
(front=1x damage, side/top/bottom=1.5x damage,back=2x damage)

-Slowly fading image effect?
(when Anti-Mage from DOTA blinks, the image at his original position slowly fade over time, it is a visual effect which is also used in Star Wars: Jedi Academy when you use Force Speed to indicate something move really fast)


Everything that I wrote just now are addictive elements that I like from other games and I think it would be really cool if I can play Grim Dawn with these features. :p
Still, budget should come first if you really want to try to implement these features.
Lastly, wish you best of luck and health while we looking for a Grim Dawn! ;)

Saturday, March 06, 2010

Cool things that comes up to my mind last night from memories of other games:
(1)Invisible Traps: Something bad happens when you accidentally step on it.

(2)Ambush: You walk into a dark room and the door behind you suddenly shut while monsters started to pour into the room from every possible and impossible corner. Time to do some closed combat.

(3)Locks and Keys: Which door does this key open?

(4)Vulnerable Heroes/Heroins Feel: Instead of experience penalty, I prefer my character to die violently and electrified to dust, burnt to ashes, frozen into ice cube, be-headed, dismembered, blew into meat pieces, threw over the cliff and etc. as a punishment for bad HP management and making silly mistake. The remains of my body should stay over the course of the game to remind me of the cruel world I am facing now.

(5)Switch: To press or not to press, that's the question.

(6)Trap Doors: could lead you to...(7)Secret Passage: which should lead you to...(8)Secret Treasure Room: with treasure.

(9)Interactive Dead Body: Reanimate them as fighters, Launch them as distraction, Use them as weapon, Sweep them around for fun, etc.

(10)X-thrower: Anyone use an aerosol product before to exterminate something?

(11)Matrix: When Neo raises his right hand every raindrop around him violates the laws of gravity and kinematics. What if he raises his left hand this time?

(12)Channeling Chain Lightning: Do you still remember how the sithlord torture Luke Skywalker in front of Darth Vader with Force Lightning?

(13)"God disguised as Michael Jordan.": Anyone else prefer a jump into the fray instead of running into crowds?

Hajimoto
03-03-2010, 09:55 AM
Nice list of feature there willsmith, I think you covered a few that I thought of but never put to page.

I particularly like the dismemberment and knock, throwing or force-ably managing a foe into a trap, cliff, hole or other hazard.

When I play TQ:IT and use my Ritualist I constantly try to use my "Distortion Wave" to toss monsters over cliffs or into inaccessible areas. I would find myself laughing out loud when my wave tossed a foe on top of a structure or into a tree.

Morbid, yes...... Fun, hellz yeah!;)

Kluga
03-03-2010, 10:23 AM
Some of your ideas are quite nice, but I also have some problems with a few of them



-attacks/skills that aim for and damage certain body parts?
(like fallout 1 & 2--hit the deathclaw's eye!):rolleyes:


I don't think this will work too well in an ARPG as there is no real tool for such precise aiming, as your character usually just runs straight towards whichever enemy you click on.


ULTIMATE skills will have a few seconds of really awesome animation before the blow is released, for example swinging your blades/hammers in 360 degrees while moving towards your target and then a top down slash/strike on target. KABOOM!


I'm sure these "ultimates" will just be high tiered/ high level skills


( Hit counter. (1hit, 2hits, 3hits...300hits)


This will probably clog up the screen and look messy, especially if damage or crits will be displayed



Each hit on enemy will cause them to stun for a very short period of time(0.2 sec for example). Same thing happens to you too.


This could possibly be a skill? I would just think there would be a skill or weapon buff with %chance to stun enemies.



-Attacks from different directions?
(front=1x damage, side/top/bottom=1.5x damage,back=2x damage)


Again, probably won't work with ARPG game style. When you're surrounded by 20 mobs, you won't really be concentrating on where you hit each of them

Famdari
03-03-2010, 12:19 PM
When I play TQ:IT and use my Ritualist I constantly try to use my "Distortion Wave" to toss monsters over cliffs or into inaccessible areas. I would find myself laughing out loud when my wave tossed a foe on top of a structure or into a tree.

Morbid, yes...... Fun, hellz yeah!;)

I've seen you do this, and I must say it cracks me up.

willsmith
03-04-2010, 12:28 PM
Yeah, I agree that some of the features might messed up the game if they do not fit in to the game's background or environment. Still, if they are possible with Grim Dawn engine and moddable with the editor it won't hurt to have some "total conversion" that can actually use these features.

Add another feature that I like too (Also from other games:rolleyes:):

Damage number that show on top of monsters each time I hit them. Is it possible to make the damage numbers become bigger and bigger when I hit higher and higher damage? Add in other effect like different color or numbers that pop up like a bubble then it would be perfect. Also add a toggle on/off function too in extra features/effects for those players who want more action rather than more numbers/colors/eye candies on their screen, because occasionally we can get tired of them too.:p

willsmith
03-04-2010, 12:34 PM
I'm sure these "ultimates" will just be high tiered/ high level skills


Yeah, you get the real idea I have, these ultimates I mean are actually the highest tier skill that one can have....Think of that as some sort of reward for reaching the highest tier, WOOHOO!

Darktruth77
03-06-2010, 03:58 AM
-more human enemies?
(too many beastmen in TQ)


-I know Kung Fu?
(mainstream unarmed attack/skills)



I like these too very much. Give us Human enemies/heros/bosses.

Martial arts skills. it could be a skill class or mastery.

Valduran
03-06-2010, 05:00 AM
Ultimate skills... now that I think about it, these would be really awesome to have.

In TQ, there was never any skills that really made your character feel godlike just by casting them. I wonder if special attention could be given to making the animations and effects of top level skills be insanely epic?


I like most of your other ideas as well... especially the ones that enhance the physics aspect of combat, and improving the variety and behavior of enemies.

Delysid
03-06-2010, 05:13 AM
I do like the idea of destructable environments, even if its only a few things that can be destroyed.
For example random crates that you can smash up with your weapon or cut down trees.

Hajimoto
03-06-2010, 05:55 AM
I too agree with the destructable boxes, crates, barrels or clay jars that house loot or a traps.
You can never really have to many chances for nice loot to drop :)

PureKnickers
03-06-2010, 07:01 AM
I too agree with the destructable boxes, crates, barrels or clay jars that house loot or a traps.
You can never really have to many chances for nice loot to drop :)

Yes, yes you can. Crates can become painfully tedious and are so hard to pass up when they just might drop some nice items. On the other hand, if flying dead bodies can open creates, I'm all for lots of breakables. :D

I am interested to know if the engine can handle some of the physics based attacks you mentioned (vacuuming, pushing, etc.) on non-dead enemies. (I can understand this may be difficult due to potential situations where living enemies end up across bridges, on trees, etc.). Same goes for ressurection skills you mentioned.

Some of the skills ideas seem cool and I don't see any reason they wouldn't be able to be implemented. I'm speaking of slow fades, channelled spells, jump-ins and a martial arts line.

Please, no locks and keys...I think there are enough match the key to the door games from the 80s and 90s out there to last eternity.

medierra
03-06-2010, 07:19 AM
I can personally guarantee that at least one of these will be implemented!

I'm not telling which though... :p

Yggdrasil
03-06-2010, 08:10 AM
Locks and keys ? :p

willsmith
03-23-2010, 02:48 AM
I can personally guarantee that at least one of these will be implemented!

I'm not telling which though... :p

Phew...A few weeks of hustle and finally I have the time to visit the forum again....
BTW, I personally hope that more than half of them can be implemented:p... Most likely not during the initial release as that certainly will shoot up the cost. Still, they can be implemented as bonus feature through payable DLC or when GD is on the right track already(reach 1 million Sales?:rolleyes:) Then the developer will have more time and resource to actually make GrimDawn the best ARPG out there!

Another option is to improve the Editor instead of the game itself. If your team could implement these features into the Editor, we players will be more than gladly to help you implement all these features into the original game. Moreover, 1 more feature you add to the editor X 10 mods out there = 10 more different mods. 10 more features X 20 mods out there = ?.
More high quality mods = Much Higher reputation of the game = Long-term cash inflow from sales. You can make the much improved version of the editor a payable DLC as well if you wish to to cover the cost of making all that possible within one powerful tool. Has anyone here still remember the LEGOs we played when we were so young? That is an example of a powerful tool--now imagine you can do that with GrimDawn...

This might seems too ideal though consider the reality we all faced everyday...:(

medierra
03-23-2010, 03:47 AM
If we reach a million sales - I think there is a pretty good chance we could have Neo raise is left hand this time. Either that or God disguised as Michael Jordan.

Of course, if we could pull off either of those two things, I think that would easily get us to 2 million sales.

cel
03-23-2010, 05:49 AM
(12)Channeling Chain Lightning: Do you still remember how the sithlord torture Luke Skywalker in front of Darth Vader with Force Lightning?

Channeled skills would indeed be quite cool and would indeed spice up gameplay by quite a bit. Instead of the usual "cast -> recharge" / "cast -> spam" mechanic of skills, some skills being "channel for as long as you want -> recharge" / "channel / spam" type of skills would be nice.

medierra
03-23-2010, 05:52 AM
Channeled skills would indeed be quite cool and would indeed spice up gameplay by quite a bit. Instead of the usual "cast -> recharge" / "cast -> spam" mechanic of skills, some skills being "channel for as long as you want -> recharge" / "channel / spam" type of skills would be nice.

Yes I agree. This is something I'd definitely like to see happen. I think channeled skills would actually be even more interesting on enemies as they would provide for a new strategy of needing to quickly shutdown potentially deadly enemy channeled skills with stuns / disruption. Makes me think of the hero combat in WC3.

F-You priestess of the moon!

Llama8
03-23-2010, 12:06 PM
Channelling Ice Shards, or Flurry of Knives (or even Flame Barrage if it weren't ****)?
:)

SlayerII
03-23-2010, 12:24 PM
? whats the matter with Flame Barrage? Its jsut hard to understnad that it should not be used by a common mage(after its range sux). The damage is enough if you reach 2k int:D

Llama8
03-23-2010, 12:30 PM
The damage is enough if you reach 2k int:D

By which time every other spell a fire-mage has would knock it into a cocked hat?

SlayerII
03-23-2010, 12:33 PM
...knock it into a cocked hat?

?????:confused: i have no idea what this should mean

SoulSeekkor
03-23-2010, 07:02 PM
Yes I agree. This is something I'd definitely like to see happen. I think channeled skills would actually be even more interesting on enemies as they would provide for a new strategy of needing to quickly shutdown potentially deadly enemy channeled skills with stuns / disruption. Makes me think of the hero combat in WC3.

F-You priestess of the moon!

Sorry if this was mentioned already, but channeled skills would provide a very cool multiplayer opportunity as well. I hate to draw a comparison but the quickest thing I can think off this early is that slow time bubble from D3, one person can cast it to slow down time to protect the group while the others engage the enemy, or maybe like a mass channeled slow walk speed (bit boring, but maybe it does electrical damage too etc.) giving your allies an easier time picking off super fast enemies (maybe super fast flying enemies?).

Just a quick thought!

Soul

Llama8
03-23-2010, 07:52 PM
that slow time bubble from D3, one person can cast it to slow down time to protect the group while the others engage the enemy, or maybe like a mass channeled slow walk speed (bit boring, but maybe it does electrical damage too etc.) giving your allies an easier time picking off super fast enemies (maybe super fast flying enemies?).

It could reduce the DA of anything in the bubble as well (since they're moving slower they'd have a harder time dodging/evading your hits).