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 Post subject: Re: Grimm: Quest for the Gatherer's Key v0.2 Released!
PostPosted: Wed Aug 15, 2012 6:46 pm 
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picked up 200 ammo

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BloodRayne wrote:
Thanks! Let me know what you liked and disliked! :)

Great stuff BloodRayne,

I didn't really dislike anything, but here are my observations:

I found it quite hard in places (playing on Easy :oops: ), especially the fat dudes with time bombs in confined areas.

The minecart feels like it should really be getting faster and more dangerous as you go, instead of maintaining a steady speed.

I usually don't pick up health unless I can use ALL of it (OCD). So, if a health pack gives 25% health, I won't pick it up until my health drops to 75% or lower. In grimm, it's hard to tell how much health you actually have, or to gauge how much health a vial gives you. Maybe a numerical % beneath the health meter, or even grade lines on the meter to indicate 25%, 50%, 75% would help?

When a player dies from falling, and you respawn him where he fell, it might be an idea to kill player velocity so he doesn't just shoot off the cliff again. This happened to me a few times after doing a jump/sprint FAIL.

Tech issues:
I quicksaved at the start of the minecart run, but when I reloaded this quicksave I spawned near the end of that level, on the raised platform with a button to open the door below. The quicksave image shows the minecart, so I don't know what's happening there... .

Thanks again for your hard work!

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 Post subject: Re: Grimm: Quest for the Gatherer's Key v0.2 Released!
PostPosted: Wed Aug 15, 2012 7:10 pm 
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Great feedback, thanks!

I agree those fat dudes are pretty strong I am disliking and shouting at them at times, but I so like that awesome feeling when you just killed three of them in a small area.
The trick to kill them is important, don't use any other weapon than the stingstaff or knives with them. The knives kill them quicker, but the stingstaff is safer due to it's high rate of fire. If you spree them with the regular fire mode, their bombs will explode before they reach you and damage them instead. Right after they attack, switch it off with the alt fire of the stingstaff. That way you can finish them off in a couple of seconds.

Another great tip for them is to simply... flee! They will follow you into traps, then die. (Yes they're so dumb, I'm going do something out about that besides just monster clipping those areas I hope) :)

The OCD feeling, yes. If there are too many healthpacks then you're playing on a too easy skill setting, believe it or not. :)
Can you go a bit more into what you found hard, specifically and what you found too easy?

I get the feeling that easy skillmode needs a bit more balancing and it's hard for me to test or point my finger on it.

I would offer anyone a virtual gold bar that records gameplay of them playing the third map (or Grimm in general) and post it on Youtube

I'm really eager to see how other players play and approach Grimm. In fact, I'm so desperate to witness other players play the game that I'm thinking of creating a 'youtube' contest just so I can spy weaknesses in gameplay balance and other things I can improve there.

Quote:
Tech issues:
I quicksaved at the start of the minecart run, but when I reloaded this quicksave I spawned near the end of that level, on the raised platform with a button to open the door below. The quicksave image shows the minecart, so I don't know what's happening there... .

Thanks again for your hard work!

That last part where you jump further in the map is just an epic failure from on my part. :D
I placed a trigger there and a teleport so I could quickly go to the final area of the game during testing, so I wouldn't have to go through the intro again and again and never took it out again. Normally I'd just noclip after mapload, walk a couple of units backward, go out of noclip and I would transport to the final area. The savegame system (some how) always moves the player around a bit when they are not hitting the ground, or on a mover at save time. This is really giving me headaches with plats and movers (also in map 3) because you sometimes just fall to the ground after saving and loading while on a plat, like it has saved the player position to the savegame, then some time later when the mover is already updated it saves it's new position. This is also the reason why I have to keep all movers moving slowly.

Thanks for letting me know about the trigger, I would have completely forgotten about that otherwise. :)

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 Post subject: Re: Grimm: Quest for the Gatherer's Key v0.2 Released!
PostPosted: Wed Aug 15, 2012 8:50 pm 
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picked up 200 ammo

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BloodRayne wrote:
...switch it off with the alt fire of the stingstaff.

There's alt fire?? :oops: maybe I should play it again.... :)

Actually, a guide to weapons in the Readme would be no harm, or an addition to the tutorial to demonstrate weapon fire modes.

Another observation:
The 'spike' gun has the same 'ammo' display as the mana weapons, which doesn't really seem appropriate.

For the saving on 'mover' problem, how about autosaving when the mover starts and disabling quicksave until it's finished?

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 Post subject: Re: Grimm: Quest for the Gatherer's Key v0.2 Released!
PostPosted: Wed Aug 15, 2012 9:18 pm 
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Sir Random wrote:
BloodRayne wrote:
...switch it off with the alt fire of the stingstaff.

There's alt fire?? :oops: maybe I should play it again.... :)

Actually, a guide to weapons in the Readme would be no harm, or an addition to the tutorial to demonstrate weapon fire modes.

Another observation:
The 'spike' gun has the same 'ammo' display as the mana weapons, which doesn't really seem appropriate.

For the saving on 'mover' problem, how about autosaving when the mover starts and disabling quicksave until it's finished?


Yes I need to change the ammo display for the spikes.
I want to implement autosave but I can't do it from script, I can't save a game from there, or the gui.
It must be done with SDK work.

And shame on you.. :P
Or in particular: http://www.moddb.com/mods/grimm-quest-f ... d-weaponry

;)

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Thu Aug 16, 2012 2:51 am 
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So far so good, as I loaded it up from my mods menu and everything loaded fine. I didn't have to do this or do that, and that is as it should be :)
I am now just up to the ramata part, I liked very much the prince of persia games and tomb raider games and can see an influence here, very cool! as a level artist myself I know how much work goes into something like this, this is quite an acheivement, very well done , great stuff! there are many things I like about it, looking forward to seeing more!
heck of a job rayne! well done! 8)


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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Thu Aug 16, 2012 7:33 am 
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bladeghost wrote:
So far so good, as I loaded it up from my mods menu and everything loaded fine. I didn't have to do this or do that, and that is as it should be :)
I am now just up to the ramata part, I liked very much the prince of persia games and tomb raider games and can see an influence here, very cool! as a level artist myself I know how much work goes into something like this, this is quite an acheivement, very well done , great stuff! there are many things I like about it, looking forward to seeing more!
heck of a job rayne! well done! 8)

Thanks blade, much appreciated! :)

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Thu Aug 16, 2012 8:06 am 
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BloodRayne, I am in the third level now, I have just left the mines and entered Ramata. I can say this is some impressive work, I can't believe most of the features seen here are done through scripts. Very professional work I must say.
My only "complain" is, some jumps are really hard, even on easy (it becomes even harder when there's lag, but I don't blame the game, my PC is old). Well, most of the feedback has already been gaven to you (e.g those bad guys who throw mines are hard to defeat, yes, they are :mrgreen: ). As an amateur level designer I see you've put a lot of effort into this.
One question, what are those pink triangles for? There's a column of those pink items at both sides of the health bar, and I just don't know what to do with them. Maybe you'll need them later in the game or something? Ammo for a weapon? Just wondering.
*By the way, there's a level where you have to solve a puzzle, (the 4 buttons that open a door). If you miss the combination, some monsters will spawn in. But, since their spawn point is in the same place, they will stuck each other and won't move.
Other than that, great job so far!

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Thu Aug 16, 2012 8:29 am 
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chimueloeldragon2011 wrote:
BloodRayne, I am in the third level now, I have just left the mines and entered Ramata. I can say this is some impressive work, I can't believe most of the features seen here are done through scripts. Very professional work I must say.
My only "complain" is, some jumps are really hard, even on easy (it becomes even harder when there's lag, but I don't blame the game, my PC is old). Well, most of the feedback has already been gaven to you (e.g those bad guys who throw mines are hard to defeat, yes, they are :mrgreen: ). As an amateur level designer I see you've put a lot of effort into this.
One question, what are those pink triangles for? There's a column of those pink items at both sides of the health bar, and I just don't know what to do with them. Maybe you'll need them later in the game or something? Ammo for a weapon? Just wondering.
*By the way, there's a level where you have to solve a puzzle, (the 4 buttons that open a door). If you miss the combination, some monsters will spawn in. But, since their spawn point is in the same place, they will stuck each other and won't move.
Other than that, great job so far!

Thanks for the feedback!

Jumping is so difficult to get right. I get about as much feedback that claim the jumps are too easy vs. they are too hard.
This simply means I'll have to add a bit more helpful bits here and there in easy mode.

The triangles are usable health pickups, (e.g. medpacks that you can use at will).
In the controls screen you can bind a button to use them.

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Thu Aug 16, 2012 9:37 pm 
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there is a small bug with sound when grimm is over a pack of hay, there is a repetitive sound like he is landing several times, is this the intended sound?

I find the difficulty in nightmare way too difficult, those traps with minimum health are damn difficult, most of the time I ended up touching the traps and not daying because of a bug, but I never wanted to pass the trap fairly, because every trap was a really showstoper, with tens of minutes triying to pass them. also doom3 is damn slow to reload the map, and this made the traps more tedious, I felt that in easy the traps were a funny repetition, but in nightmare I hated them.
:evil:

there seems to be an error for the main menu, every time you hit "escape" you don't end up in the main menu, but in the last menu you were before, this can lead to disastrous situations where you end up saving the game when you wanted to load :)

i feel, with the traps and dying several times, that the death menu is way too slow (the same from vanilla doom3) can't this menu be speeded up? like less fadings and more quikly chance to load the game :|

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Fri Aug 17, 2012 11:07 pm 
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Yes I have an issue with the traps. They are not solid, but I will fix that. The fact was, at first all traps were insta-kills and they didn't really need to be solid but I changed that around and never found a good way to make them solid.. but will get around to that.

I find that Hard is still a bit too difficult and unbalanced.. I can't imagine what nightmare must be like. :D

Those bugs are all from stuff I still need to get to like good playersounds, a new death gui (this is just the original one without any graphics and no custom work at all).
The landing footsteps are looping in the shader, need to fix that. ;)

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Fri Aug 17, 2012 11:52 pm 
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This is on my radar to play, just have to pull myself away from my map and diablo for an hour to try it :P

(will do so over the weekend)

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Thu Aug 23, 2012 12:55 am 
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I played this a bit in the last days and I really enjoyed it!
Weapons, player movements, graphics and atmosphere are great. Well done.

Even the traps were not frustrating... and I usually hate these things in games. :)

The weakest point is the fighting: monsters are really predictable and there's often no feedback when you hit them.
I suggest to play pain animations every time they are hit and, maybe, evade left/right sometimes.

I also think the ammo bar should change color (or something like that) depending on the weapon. At first I thought blue items were ammo for all the weapons.

Aside from that, great work, I'm impressed. :)

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Sun Aug 26, 2012 8:53 am 
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Great points, thanks Ivan. And Zombie.. just play it, damn you! :mrgreen:

I have implemented the new version of Sikk mod last week (far too late, I know) which I should have done earlier.
Grimm's never looked this good.

Image Image Image Image

Image Image Image

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Sun Aug 26, 2012 2:25 pm 
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Haha I will.

I have it downloaded.

I will be playing it today, I've just been focused on getting my level unboring (the layout was bugging me so I redid a bunch of stuff)

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Sun Aug 26, 2012 9:44 pm 
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I tried to download it again as I didn't know where I put it, but it can't find the media file when the download starts?

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Sun Aug 26, 2012 10:05 pm 
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Zombie13 wrote:
I tried to download it again as I didn't know where I put it, but it can't find the media file when the download starts?

I don't really understand what you mean. Do you mean in your browser? Which browser do you use?
The file itself is rar format: http://www.rarlab.com/

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Mon Aug 27, 2012 12:47 pm 
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BloodRayne wrote:
Zombie13 wrote:
I tried to download it again as I didn't know where I put it, but it can't find the media file when the download starts?

I don't really understand what you mean. Do you mean in your browser? Which browser do you use?
The file itself is rar format: http://www.rarlab.com/


Heh I dunno why you linked rarlabs :P

I mean when I go to where you mod is hosted, and try to download it the file doesn't exist.

When I get home I'll try again, currently at work.

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Wed Aug 29, 2012 9:46 pm 
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More screenshots!

Image Image Image

Many more new shots here!

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Wed Aug 29, 2012 11:48 pm 
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So I guess from the lack of response, no one knows why I can't download this?

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 Post subject: Re: Grimm: Quest Released! (Now multiplatform!)
PostPosted: Wed Aug 29, 2012 11:57 pm 
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The Moddb download link works for me, I didn't try the Desura option.

The 'Download Now' option on this page is working:
http://www.moddb.com/mods/grimm-quest-f ... -alpha-v02

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