Gothic 1 Remake

Gothic 1 Remake

kestar Dec 21, 2024 @ 2:06pm
Swamp Camp layout
Old Camp has a nice layout where the castle is the centerpiece and everything is a circle around it. You always know where you are and ca easily orient yourself.

New Camp also has the hole with the ore mound in the center, it’s basically a big cave but the center location also gives it a center of gravity, similar to the Old Camp castle.

Swamp Camp does not have such a center of gravity. It is hard to get around and it feels like a maze. Maybe this problem can be solved by making the center location a big tree than can be seen from everywhere? Or a body of water? Or make the plaza where they pray in front of the temple bigger, more elevated and central so it can be seen from everywhere?
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Showing 1-15 of 15 comments
kris.aalst Dec 21, 2024 @ 3:40pm 
Originally posted by kestar:
Swamp Camp does not have such a center of gravity. It is hard to get around and it feels like a maze. Maybe this problem can be solved by [...]

Some people like exploring and (mentally) mapping a hub like the Swamp Camp. For them, it's not hard but enjoyable and challenging. And they definitely don't think of it as a problem.
Last edited by kris.aalst; Dec 21, 2024 @ 3:41pm
Dramatic_Effect Dec 21, 2024 @ 4:08pm 
There was a video where the lead dev explained they're gonna put up some signs and stuff
kris.aalst Dec 21, 2024 @ 4:25pm 
Originally posted by Dramatic_Effect:
There was a video where the lead dev explained they're gonna put up some signs and stuff

Yeah I suppose they feel the need to dumb down everything for 'the modern audience'. I just hope they understand that 'the modern audience' isn't going to be their main audience. That's what happened with Arcania.
Dramatic_Effect Dec 21, 2024 @ 5:07pm 
Originally posted by kris.aalst:
Originally posted by Dramatic_Effect:
There was a video where the lead dev explained they're gonna put up some signs and stuff

Yeah I suppose they feel the need to dumb down everything for 'the modern audience'. I just hope they understand that 'the modern audience' isn't going to be their main audience. That's what happened with Arcania.
???
It's like?
Signs?
Signposts aren't a modern invention and make a lot of sense to place in chaotic camp in a swamp?
If the player gets lost, NPCs can get lost too, so they placed some signs?
fracs Dec 21, 2024 @ 10:15pm 
Originally posted by Dramatic_Effect:
Originally posted by kris.aalst:

Yeah I suppose they feel the need to dumb down everything for 'the modern audience'. I just hope they understand that 'the modern audience' isn't going to be their main audience. That's what happened with Arcania.


If the player gets lost, NPCs can get lost too, so they placed some signs?
How about "the player" puts some minimal effort beside button mashing and learn the layout of the camp which size is actually not big by any standarnds(even modern ones).
Now about Npcs getting lost--- The colony population is limited and those who actually live there every day know they way around so they dont get lost. Lesters job is to guide the newcomers and show them the way around the camp.
kestar Dec 22, 2024 @ 6:56am 
Originally posted by fracs:
Originally posted by Dramatic_Effect:


If the player gets lost, NPCs can get lost too, so they placed some signs?
How about "the player" puts some minimal effort beside button mashing and learn the layout of the camp which size is actually not big by any standarnds(even modern ones).
Now about Npcs getting lost--- The colony population is limited and those who actually live there every day know they way around so they dont get lost. Lesters job is to guide the newcomers and show them the way around the camp.

Having no directions in-game only works if the world is built in such a way that orientation is suggested. Swamp camp does not have that to a sufficient degree. I always got lost in Swamp Camp.
Bill_Galactic_Hero Dec 22, 2024 @ 11:33am 
Originally posted by kestar:
Maybe this problem can be solved by making the center location a big tree than can be seen from everywhere?
yes yes .. the big tree of woe :D
fracs Dec 23, 2024 @ 7:10am 
Originally posted by Hekura:
Originally posted by kestar:
Maybe this problem can be solved by making the center location a big tree than can be seen from everywhere?
yes yes .. the big tree of woe :D
nooooooo.......
https://steamcommunity.com/sharedfiles/filedetails/?id=3390236874
Last edited by fracs; Dec 23, 2024 @ 7:10am
Bill_Galactic_Hero Dec 23, 2024 @ 12:07pm 
Arcadia :steamhappy::steamhappy: :D
.. one of Director Reinhard's projects too.
Last edited by Bill_Galactic_Hero; Dec 23, 2024 @ 12:27pm
Eagle1 Dec 23, 2024 @ 4:17pm 
Originally posted by kris.aalst:
Originally posted by kestar:
Swamp Camp does not have such a center of gravity. It is hard to get around and it feels like a maze. Maybe this problem can be solved by [...]

Some people like exploring and (mentally) mapping a hub like the Swamp Camp. For them, it's not hard but enjoyable and challenging. And they definitely don't think of it as a problem.

Very well said. It was a joy for me to explore the swamp camp in the original. Even if I got lost a few times I found my way by talking to Lester.
Arnoldo Boczelli Dec 28, 2024 @ 10:48am 
I hope that the iconic torches of the Brotherhood camp will return. If not from ore, then from some green crystal (suitable for a swamp). The lighting would be bright green and the lamps would be taller and have a transparent shade protecting the glowing crystal. One of the Brotherhood's guild missions for the Temple Warrior could involve sending us to the swamp to collect crystals with a group of Novices to obtain crystals. We would have to provide them with protection against swamp monsters and, at the end of the mission, fight a very strong enemy, e.g. a swamp golem. Brotherhood could have a new Novice who produce wine. Developers could add a mission about helping him in bussines ( For example with choose with who should trade - Old Camp or Quentin's Camp cause New Camp have big number of alcohol).

I hope that there will be a few new mini-locations in the swamps, e.g. a robber's hideout or mysterious and dangerous ruins with armed skeletons.
Last edited by Arnoldo Boczelli; Dec 28, 2024 @ 10:56am
kestar Dec 28, 2024 @ 10:52am 
Originally posted by kris.aalst:
Originally posted by kestar:
Swamp Camp does not have such a center of gravity. It is hard to get around and it feels like a maze. Maybe this problem can be solved by [...]

Some people like exploring and (mentally) mapping a hub like the Swamp Camp. For them, it's not hard but enjoyable and challenging. And they definitely don't think of it as a problem.

Yes, true. But it helps when the camp at least has an intuitive layout / shape where the location already "tells" you where you are, without being explicit about it. Old Camp and New Camp are superior in this regard.
Arnoldo Boczelli Dec 30, 2024 @ 6:04am 
Originally posted by Arnoldo Boczelli:
I hope that the iconic torches of the Brotherhood camp will return. If not from ore, then from some green crystal (suitable for a swamp). The lighting would be bright green and the lamps would be taller and have a transparent shade protecting the glowing crystal. One of the Brotherhood's guild missions for the Temple Warrior could involve sending us to the swamp to collect crystals with a group of Novices to obtain crystals. We would have to provide them with protection against swamp monsters and, at the end of the mission, fight a very strong enemy, e.g. a swamp golem. Brotherhood could have a new Novice who produce wine. Developers could add a mission about helping him in bussines ( For example with choose with who should trade - Old Camp or Quentin's Camp cause New Camp have big number of alcohol).

I hope that there will be a few new mini-locations in the swamps, e.g. a robber's hideout or mysterious and dangerous ruins with armed skeletons.

What do You think about these ideas?
Denny Dec 30, 2024 @ 9:42pm 
We are probably not getting a game made with Cyberpunk "visuals" as a whole if you get my meaning.

It's a small studio and budget won't be that much big to really make it as a "next-gen" Gothic game we dreamed about since 2005.

It is what it is, at least we are getting functioning combat system, hopefully.
I believe it makes totally sense to have the swamp camp a bit less easy to navigate. It's great to have some unique impressions in each camp. And thats part of it.
The swamp guys are a bit less strict organized, live in a swamp, smoke herbs, etc.
From my perspective it makes totally sense to get a bit confused in their camp and accidentally get into the deeper swamp where the harder mobs live is part of the fun.
I hope it doesn't change.
Last edited by cyberblast; Jan 4 @ 2:00am
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Date Posted: Dec 21, 2024 @ 2:06pm
Posts: 15