Legend of Grimrock Development Update, Screenshot
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'¢ New levels! Every level needed for the final game now exist (although if inspiration strikes, we might still add some more) and it should take only like a day's worth of work anymore to have them all in alpha stage. We've also revisited some old levels and improved them, including the very beginning of the game.
'¢ The end game is shaping up. We've custom built a lot of content and functionality for it!
'¢ End cinematic. I could describe this in more detail but somehow I think there's some spoilers there.
'¢ A new dungeon environment. It's a short sentence but trust me, it involves a lot of work!
'¢ The game now has 14 distinct monsters! All of them are fully animated too. If my brain would work like a marketing person's, I would have said 16 since that's the number if you include variants in the calculation. We've got a few more in the pipeline at the moment too.
'¢ A new spell, what ever it is, I'll never tell! Oh well! Swell. Okay, let's move on.
'¢ Automap is in almost final form (and yes you can disable it too if you happen have a pad of graph paper that needs to be filled)
'¢ This is a little more under-the-hood but still very important: packaging and game launcher have progressed. This means that the game can be distributed and installed on other computers more easily.
'¢ The game features a marching order (two people on the front, two on the back) and now we've got the interface for it to change it while playing.
'¢ We've got food in the game. This has been cooking for a while (ha!) but it's nearing completion now. We've got herbs too with some mystical properties!