ZiN wrote: ↑July 19th, 2017, 1:40 am
It seems like hand-mapping and the whole grid-based movement is going to be very cumbersome and no more than a gimmick, and is only there because it's "old-school". I'd be quite pleasantly surprised, if they manage to actually pull it off somehow, but won't be holding my breath. Let's just wait for that certain update, where they show us "traditional grid-based movement and other great features".
SSI's Menzobaranzan & Ravenloft:Stone Prophet both have some vast
and irregular maps; both outdoor and indoor, and both with optional grid-step, or free movement, Each has a decent automap that allowed allowed custom notes, and even had a built in print function to make hard copies of the maps. It's certainly possible to do, and do well, with a bit of thought.
The automap in those two marked: Walls, Insets, Doors, Floors, Pits, Teleporters, Objects, Illusionary walls, The Party's Location, Special areas, Creature NPCs, and even furniture.
*And by 'vast', I mean a 64x64 grid per floor.
(Funny, but Grimrock 2's excellent automap cannot map more than 32x32 cells, even though the engine technically supports larger maps. If you want a bigger area, and have an accurate automap...you have to write your own from scratch, in LUA.)
Also BT2, GS version, which had a decent automap (better than BT3). Even with that, Cranford-style puzzles had proven to be extremely vicious, having to do those without automap, could be literally used for torture.
Was he not once quoted as expressing that if his game beats the player, then he's won?
(That's a question... I'm not necessarily disagreeing with the sentiment.