There's a new development update on the Almost Human Games blog for Legend of Grimrock II, which includes a brief in-character snippet, a humorous screenshot which nonetheless does a good job of setting up expectation for the game's graphics, and an update on the team's latest progress. Here's a snip:
Hello all! We have been pushing hard on the development of Legend of Grimrock 2 and now we are going to have a brief but sweet summer break. But before we go a recap of what has been happening is in order!
The focus of work recently has been on the building blocks of the game, the monsters, puzzles, and environment assets. After the holiday break we are going to start putting the pieces together and building the (final) game world. (I put (final) in parenthesis because I know we are going to polish and tweak the levels to the very last moment before the game ships.)
With the added musclepower of Jyri and Jyri, we have been able to push an impossibly large amount of 3D models, animations and textures out of the oven in a very short time. For example, we have 16 complete new monsters and more is coming. Combined with the monsters from Grimrock 1 we have something like 40 unique monsters, although many of the old monsters won't make a come back in the new game. The monsters of Grimrock 2 are also much more complex, many with multiple types of special attacks and unique AI behavior.
On the wallset side, we have seven completely new environments, more than double what we had in Grimrock 1. The amount of model files, material definitions and scripts is getting really tough to handle!
On the tech side, we have implemented water rendering and integrated a video player. After carefully evaluating our options we chose to use an open source WebM/VP8 video format. Being open source means that mods can also contain cinematic videos without licensing limitations. This was very important to us. The cinematics can also be played whenever needed, no longer just at the start and end of the game.
That's it! Have a great summer!