At long last - New screen

Hi all - Sorry it has been a while since I posted a screenshot. A lot has been happening lately (in a good way) and then the logistical issues with the website comp didn’t make it easy to update the site.

Anyway, I hope you enjoy and I have some more new stuff to show off, so I expect there will be a few more screens posted before the end of the month. :smiley:

http://www.grimdawn.com/screenshots/2010-09-19_electrocuted_lrg.jpg

This looks very nice. The buildings looks very atmospheric. Maybe a little more fog to make it more spooky?^^
I think I would be too afraid to go there after dawn. :smiley:
What is that red border around the enemy? Is that the primary target?
Is that an enemy to the right near the wall? Is it possible to crumble those walls?

I dont know why I torture myself by looking at these.:wink:

Awesome!! Love that spell effect. Makes me think the guy is a Paladin for some reason.

What is that red border around the enemy?

That’s the first thing I though too.

Is that an enemy to the right near the wall?

He looks like he is trembling in fear… he don’t want to play! lol

Don’t forget the peeping tom in the back left. Looks like a NPC maybe?

This is OT: But, on the crumbling walls, It would be neet if you did destroy something, then later you see workers fixing the place back up! …

Looking ok,

Just a few things.
Is the red outline because the zombie on the right is the target?

i’m on an old dark crt at work but the green and blue zombies are very hard to see and the redie brown ones are also not overly stand out’ish,
Are these zombies more like what you are after shade and visibility wise or is there still much more tweaking and they are just place-holders?

the ruined building looks good but the main beam seems too straight and untouched for a ruin, I don’t no how easy it is to have the beams not just be a stretched out rectangles but a bit of wear on them would be cool. As the stonework is a very strong angular statement already

With the destructible environment can we destroy this building? If so to what extent do you hope to have it destroyable?

over all I like the seen and I think it would look amazing with morning sun poring over it or with a dusky mist turning it into a haunted house good work and thanks for the update.

Oh hey, progress in the graphical department! Doesn’t have the same bland, flat-ish feel anymore.

Each new screen shot looks better and better, I just can’t think of a single criticism, I really like the detail.

Also, walking through housing is awesome.

The level of detail looks really good. The attack skill looks sorta interesting, a bit rainbowy. The brown zombies with festering boils and spiked clubs look good as well, although all the zombies seem to be rather well camouflaged with the current colour scheme.
The red outline on one of the zombies doesn’t really seem to fit though, I’m not sure why it’s there though.

Anyway, good to have a screenie again :slight_smile:

ui enemies with aura’s…

:cry:

Apart from that the usual awesomeness… i wonder what the spell does :wink:

I love the level of detail going into GD. It looks sexy!

One thing I’m not such a fan off though is that red outline. Bleh! If it’s a primary target (which I’m not sure you really need in these games) then maybe the line could be fattened up and faded out a bit to more of a soft glow… it just seems so harsh against the setting.

But I’m nit picking and if push came to shove, I’d totally accept it. :stuck_out_tongue:

Oh dear, that is just beautifully rendered. This game is going to be absolutely fantastic when I think of the splendid gameplay that will go along with these visuals. I must congratulate all of the guys at Crate for the dedication you put into this game!

But I HAVE to know if you guys intend on having a level similar to Hades’ hell in terms of visual awesomeness, the light sources there combined with the color of the terrain looked so different than anything I had ever seen it really gave me a boost of freshness. Maybe a red canyon level with cracks along the walls giving off a hue contrasting the redness just as the Hades level? LOL joking, but seriously, I’d love a level just as fresh as that.

EDIT: Also, what is that thing to the right of the action? Zombie egg?

Boaan

Hehe…not a zombie egg;) It’s what we’re currently calling a “Gazer”. They are blobs of corrupted flesh, teeth, and eyes that do nasty things. On another note, a lot of the character textures are just to get them in and running around. ie: The zombie meshes started out as a clean solid mesh…then we put in exploding bodies so I had to hack it up (rather hastily) so in time the hope will be to got back clean up the original zombies. The “new zombies with clubs” are actually part of the corrupted…in other words they are very alive very nasty. That isn’t a spiked club that’s a mass of corrupted flesh and bone that is connected to it.
Thanks for the feedback, we’ll go back and polish up a lot of this stuff once we get all the monsters in.
Back to breaking up furniture!
B

I’m really loving how demented you guys are. I’m so glad you guys aren’t keeping some boring storyline that we’ve heard a thousand times. Innovation is the best thing you can do :slight_smile:

Keep it grim!

The image is splendid. But when I saw the picture I noticed something very wrong. First though the walls and ceiling are in ruins, the floor in the house is intact. And second, it is hard to see the house owner (zombie behind the broken window in the top right).:rolleyes:

Note: can the furniture inside the house be broken?

The red outline on the zombie is a new targeting indicator we’re trying out. I was critical of it initially because I didn’t really like the way it looked. However, I’ve found that it really improves the feeling of gameplay because before with just the hightlight, it was very subtle and difficult sometimes in the heat of combat to see exactly what you had selected. Not knowing what you were attacking made me as a player feel less in control, the combat less deliberate, and thus less satisfying. So, the give and take is that combat feels much more informed and deliberate but the UI element stands out from the world much more starkly. I’ve found that after you play for 5mins though, you totally get used it and you don’t even notice that it stands out anymore.

I’m thinking this may be one thing we add an option for though just in case some people can’t get over the visual. I think most people will come to like it though and find that it improves the game.

I vote for an option to turn it off. No offense, but I don’t like that red outline. Besides, I play a Summoner, so I don’t care about targets (my pets take care of all of that for me :D).

I think it might be something I could get used to. Buuuut can you add an option to change the intensity/brightness of it, as well as the colour? :cool:

Part of the reason I included the highlight in this screenshot was to see people’s reaction and get feedback. I know if I were a fan on the forum my reaction would probably be like “OMG WTF is this red outline crap!?! This game sucks now and I hate the devs.” However, I tend to be picky about stuff like that, so I wasn’t sure if anyone else would react the same way.

Like I said though, after I played with it for a while I came to enjoy it despite my initial skepticism. So I think we will probably make this an option.

This is what will set this game apart from the rest. The devs care.

Dude, I’m going to piss myself laughing when I see the options menu in Grim Dawn for the first time.

I’m imagining like 5 or 6 tabs, including your standard Display, Control, Sound, Gameplay, Network and then there will be an “Everything else” tab where there’s just pages of on/off buttons and sliders.

I cannot wait! :smiley: :rolleyes:

Looking good. Like the idea of being able to see which is your current target better, although being able to mute it would be a nice option.