Search found 48 matches
- Tue Nov 25, 2014 11:45 am
- Forum: Mod Creation
- Topic: Debate: Secret buttons
- Replies: 14
- Views: 17639
Re: Debate: Secret buttons
I would say that secret buttons make sense as parallel progression or for secrets, but not as things standing in the way of core progression. That is, secret buttons should generally not be necessary to find in order to complete the dungeon, but finding them should garner a reward - be it being able...
- Sun Nov 23, 2014 12:43 am
- Forum: Mod Creation
- Topic: Altering the damage math?
- Replies: 7
- Views: 9891
Re: Altering the damage math?
My understanding of how the skills work is that the hooks are used to allow skills to modify built-in variables like accuracy and crit chance at need. So you could e.g. make Alchemy give an Accuracy bonus if you want. If it only called the one skill, then that would mean that the skills are hardcode...
- Sat Nov 22, 2014 1:56 am
- Forum: Mod Creation
- Topic: Shared game mechanics extension
- Replies: 7
- Views: 9697
Re: Shared game mechanics extension
Definitely an optional one, but a nice thing to have as something people can just add to their dungeon. Personally, rather than making it a separate skill, I'd say it'd make sense to lump it under Athletics. Otherwise its a little hard to justify more than the one point on one party member needed to...
- Thu Nov 20, 2014 7:50 pm
- Forum: Mod Creation
- Topic: Shared game mechanics extension
- Replies: 7
- Views: 9697
Re: Shared game mechanics extension
I definitely agree with building more synergies into the skills. Not just for high level characters, but also just to make separate playthroughs feel like there's new combinations to try out. If I'm going to play, e.g., five dungeon mods from Lv1 to Lv4 then it would be nice to feel like I could try...
- Tue Nov 18, 2014 8:38 pm
- Forum: Mod Creation
- Topic: Altering the damage math?
- Replies: 7
- Views: 9891
Altering the damage math?
I'd like to do a bit of a redesign of items, skills, and stats, and for that I need to somehow get access to the engine's damage calculations. Specifically, what I want to do is make it so that different kinds of weapons vary in terms of a multiplier they apply to the relevant damage stat, rather th...
- Tue Nov 18, 2014 3:03 pm
- Forum: Mod Creation
- Topic: preventing fall damage
- Replies: 13
- Views: 12704
Re: preventing fall damage
Okay, I tested and confirmed that you can do all sorts of crazy stuff with jumps/etc so long as you use a timer to control the party's motion. You do have to be very careful with details though - e.g. if you trigger the jump with a floor plate, wait for the party's movement animation to finish first...
- Tue Nov 18, 2014 12:16 pm
- Forum: Mod Creation
- Topic: preventing fall damage
- Replies: 13
- Views: 12704
Re: preventing fall damage
There's no horizontal gravity. This gave me an awesome idea. If we figure out how to mess with the party's gravity-based movement, can we create something where the party is actually flung upwards (e.g. maybe they have to bounce up into a teleporter at a higher elevation)? Sure: just use setWorldPo...
- Tue Nov 18, 2014 10:33 am
- Forum: Mod Creation
- Topic: preventing fall damage
- Replies: 13
- Views: 12704
Re: preventing fall damage
This gave me an awesome idea. If we figure out how to mess with the party's gravity-based movement, can we create something where the party is actually flung upwards (e.g. maybe they have to bounce up into a teleporter at a higher elevation)? Is it possible to have horizontal momentum too? Can you t...
- Sun Nov 16, 2014 6:30 pm
- Forum: Mod Creation
- Topic: Tonemap on indoor levels
- Replies: 2
- Views: 3286
Tonemap on indoor levels
I just noticed that you can do some interesting things by messing with setTonemapSaturation and setAmbientIntensity on the Sky component. I'm wondering if it's going to be a problem if I use a sky component on indoor levels so that I can continue to get consistent access to those functions. Clearly ...
- Wed Nov 12, 2014 1:09 pm
- Forum: Mod Creation
- Topic: Shared game mechanics extension
- Replies: 7
- Views: 9697
Shared game mechanics extension
It occurs to me that if people are intending to extend the game mechanics in their dungeons, it might be a good idea to have a place to discuss that in a more general sense and possibly develop a shared set of changes to provide consistency between different dungeons. That is, I'd like to discuss wh...