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#1 |
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Regular
Join Date: Mar 2007
Posts: 9,220
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Anyone that played and remembers the old Dungeon Master games by FTL Games, will be immediately at home in this one.
It's a game that very faithfully recreates the gameplay of Dungeon Master. In my eyes a huge plus. It's currently on Steam for 10% off, so only 13.49 USD. (http://store.steampowered.com/app/207170/ ) And I have to say, it is absolutely fantastic. You can still pick up rocks, hold them on your cursor and click to throw them at monsters, thereby bypassing the attack recharge timer on your ranged rogue. Anyone looking for a modern "action RPG" (bleh) are going to be disappointed. This is very much an old school party based dungeon crawling RPG with loads of environmental puzzles. Puzzles which often, but not always, have sometimes cryptic clues written on the walls nearby. One change that I don't particularly like is that skills no longer advance through use, but instead are increased with points earned at level up. It's not a bad system, I just prefer the old use base increase of skills. I still remember casting things like fireball over and over and over at the darkness just to increase spellcasting skill. Anyway, for those that like RPGs, this is definitely worth a look. I'm finding it hugely addictive (just like the original Dungeon Master), and can't stop playing it. http://www.youtube.com/watch?v=dz1tl...ure=plpp_video That's an hour long playthrough by a guy who isn't particularly good at figuring out some of the environment based puzzles. Fantastic. Easily my game of the year so far. But then, I'm a sucker for a well implemented RPG and those just aren't really made anymore. DAO being the last RPG that I thought was any good. Regards, SB |
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#2 |
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Member
Join Date: Jun 2008
Location: Torquay, UK
Posts: 944
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FANTASTIC!
I've played Dungeon Master series back on Amiga 1200! This game was epic. Same as Eye of Beholder series Many thanks for pointing that one to me! |
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#3 |
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Senior Member
Join Date: Dec 2002
Location: Under a Crushing Burden
Posts: 4,297
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Wow games like this could really use megatexture or something similar having those walls all look exactly the same is crazy. Anyway I am sure it rocks. I remember playing a dungeon game on an old computer that used ASCI characters. I got graph paper and made a map by hand of the whole 1st level so I could find my way around
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You bought horse armor didn't you? |
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#4 |
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Oz Yak
Join Date: Feb 2002
Location: US of A
Posts: 2,531
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Looks fantastic, old school style dungeon crawler. If it had turn-based combat I'd be all over it.
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Is EA still bleeding cash like an executive doing an ED-209 demonstration.... - Grall |
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#5 | ||
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,155
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Quote:
Quote:
He also documented Ultima 4, including who to talk to about what and dungeon layouts and all kinds of stuff. He takes his games seriously. Really seriously.
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#6 | |
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Regular
Join Date: Mar 2007
Posts: 9,220
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Quote:
It's a 14.99 game. I think it looks pretty good for what it costs and the amount of content that appears to be in it. I honestly don't even notice that all the walls are basically the same while I'm playing. I'm too engaged in the gameplay for once. Regards, SB |
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#7 | |
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Member
Join Date: Jun 2008
Posts: 336
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Quote:
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#8 | ||
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Senior Member
Join Date: Dec 2002
Location: Under a Crushing Burden
Posts: 4,297
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Quote:
Quote:
Code:
IIIIIII I I I I I IIIIIIIIIIIIII I IIIIIIIIIIIIIIIIIIII
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You bought horse armor didn't you? |
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#9 |
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Regular
Join Date: Mar 2007
Posts: 9,220
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They'll have to also recreate the wall geometry. The bricks and later on tiles on the walls are actually modeled and not just a texture.
Regards, SB |
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#10 | |
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Member
Join Date: Oct 2004
Posts: 719
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Quote:
The game took something like 10 months to create and there were 4 developers, so doing fancy experimental stuff or artistic heavy things was not a very high on their to do list.. |
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#11 |
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Senior Member
Join Date: Dec 2002
Location: Under a Crushing Burden
Posts: 4,297
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I still don't see how that makes it a problem to change the color of blocks or growth patterns. This block is brown, this is black, etc... they can still be the same shape.
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You bought horse armor didn't you? |
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#12 | |
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Member
Join Date: Oct 2004
Posts: 719
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Quote:
Perhaps next time we will see more fancy features. |
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#13 |
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Member
Join Date: Jun 2005
Location: Hong Kong
Posts: 960
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the general theme of the game, too, is "lost in a dungeon maze", so making each wall look unique is not really wise. This game plays great and the dungeon is nothing short of brilliant, but the repetitive gameplay makes me want to take it one level every few weeks, after level four or so.
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NEVER reformat. it's giving the terrorist apps exactly what they want!!! 3D [--------|------X-] Gameplay 3D fidelity [-X------|--------] Lies & Cheats |
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#14 |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,715
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Anyone try this on a sandy bridge gpu? Thinking of tossing this game on the laptop, so wondering if it runs ok on sb's integrated graphics.
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#15 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,155
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I see no reason why it shouldn't run just fine... There's absolutely nothing complex going on, so unless the PC graphics engine is seriously inefficient it should be just peachy. Heck, the game even runs on an iPhone, so it can't be too demanding!
No Mac version (yet anyway) I'm afraid, or else I could have tested it for you.
__________________
"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#16 |
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Regular
Join Date: Mar 2007
Posts: 9,220
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Perhaps it's the realtime lighting and shadows that's causing issues for lower end GPUs.
Also, monsters with a roaming AI are constantly moving even when the character isn't in view. So I imagine the start of a level might be more taxing than the end of a level (when most/all monsters on that level will be dead). Regards, SB |
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#17 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,155
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How taxing can a roving AI really be in a game where all enemy movement is limited to either turning 90 degrees or moving forwards on a coarse grid of steps? There's no need for any pathfinding or nuttin. You should be able to have thousands of mobs roaming about on even the slowest of desktop CPUs available today.
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#18 |
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Regular
Join Date: Mar 2007
Posts: 9,220
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OK, how cool is this? The game includes a PDF to print up your own Legend of Grimrock graph paper in case you want to do some old school dungeon mapping. Absolutely fantastic. I think I may do that on my next playthrough after I give it a few months to fade from my memory a little bit.
Regards, SB |
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