Prison Ward source files

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DesperateGames
Posts: 90
Joined: Sun Oct 06, 2013 1:54 pm

Prison Ward source files

Post by DesperateGames »

*Warning long post incoming*

Hello All,

As promised originally and as requested by some users we have released the source files for our dungeon "Prison Ward".

If you intend to play this mod on your own you maybe should not read this thread as it will spoil / discuss everything that is inside. ;-)

After clearing some legal concerns, I have zipped all relevant files and uploaded it to the Grimrock Nexus. Scripts are not very well commented I am afraid, but I hope you will still be able to understand their purpose by analyzing them in the editor. If not, ask here!

You can download the file here:

Prison Ward at Grimrock Nexus

You are of course allowed to transfer assets / models etc. to your own dungeon if you find something that you like. If you do so, please notice the following:


* This mod uses textures from cgtextures.com. If you want to include a model / texture in your mod you must add the following to the credits / readme file that comes with your dungeon:

"One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit http://www.cgtextures.com for more information."


*This mod builds upon the Legend of Grimrock asset pack that is distributed by Almost Human for modding purposes:

http://www.grimrock.net/modding/asset-pack/

Please make sure that your mod follows the usage terms and conditions for the asset pack if you are going to use textures / models / animations / particle effects / item sprites etc. from this mod:

http://www.grimrock.net/modding/modding ... age-terms/


And now comes the interesting part: Not everybody has the time to play all the mods that are available, especially if you are busy modding yourself. Therefore I wanted to give you a bit of an overview what can be found in the mod and on which level to find it. The purpose is not to brag (look what I made mommy! ;-)) but more that you can evaluate whether its worth downloading the source files as a resource for your own mod or not. I will not list every tiny little script (item on alcove opens door etc.), only the major stuff.

Thanks to the video walkthroughs by localfire and Mr Marbod, I was able to add a video link for each level, the numbers in brackets give the time where you can see the script / asset / etc. in action.


Level 1:

http://www.youtube.com/watch?v=N5Syf0YqxFE

[Script] Running around an altar three times in clockwise opens a door. (11:20)
[Script] Door closed by four locks (12:12)
[Script] Randomly laughing skeletons (13:21)
[Script] Skeletons playing ball with each other (using Diarmuids brilliant moving fx solution)! (13:21)
[Asset] Modified Skeleton without spear, attack animation modified to look like throwing the ball (13:21)
[Particle Effect] "Clean Floor" glittering effect.(9:17)
[Particle Effect] "Falling red stars" effect (14:40, barely visible)

Level 2:

http://www.youtube.com/watch?v=oLzqCzHfAQ4

[Script] A invisble ghost unlits torches everytime the player tries to lit them (3:00)
[Script] Flying books that lose pages in mid-air (3:14)
[Asset] Wooden Table that acts like an altar (3:50)
[Asset] 3 different carpets (2:30)
[Script] Combination / Sequence lock puzzle (6:55)
[Particle Effect] "Magic Potion"-Screen Effect (7:05)
[Particle Effect] "Pentagram"-Screen Effect (7:54)
[Asset] Uggardian-based-ghost
[Script] The ghost has its own wayfinding based on an a*-algorithm that allows him to detect

lit torches and to extuingish them (can be seen here http://www.youtube.com/watch?v=PfmAUQVw1

-A at 2:12)
[Asset] Custom Potion icons
[Asset] "Orb of Darkness" (10:10)
[Particle Effect] "Darkness" Screen Effect (10:10)
[Scripting / Particle Effect] Killing ghost effect (11:02)

Bonus:

http://www.youtube.com/watch?v=bYTw4Emm2D8

[Asset] Easter Egg Potion (1:05)
[Asset] pink "Love-ghost" (1:05)
[Particle Effect] "Heart"-Screen and "Flying Hearts" Effect (1:05)

Level 3:

http://www.youtube.com/watch?v=FNFle0c7kx8

[Script] Randomly filling a large room with items (The items you see were not all placed by hand in the editor, a script places them) (2:50)
[Script] Respawning enemies after time (2:50, not noticeable in the video but killed enemies will respawn in this area)
[Script] "Bomb generator alcove" that will count the bombs in the players possesion / in the

level and will allow only to stock up on 4 bombs at the same time
[Script] Destroying a tunnel with a bomb so the ceiling comes down (7:28)
[Particle Effect] Very dark smoke, blocking the view into a tunnel (7:28)
[Script] A magic compass that beeps and points the player to specific items (8:34)

Level 4:

http://www.youtube.com/watch?v=qk64kb3OuLY

[Asset] A snail target dummy (also available in lying & burned) (1:52)
[Asset] A small knee-high-wall in dungeon wallset (1:52)
[Scripting] A laser-targeting and bomb dropping script sequence (1:52)
[Asset] Large Piece of crystal (3:52)
[Scripting] Destroying large piece of crystal with a bomb (6:11)
[Asset] Crystal Shards (6:15)
[Scripting] "Melting Alcove" that melts 3 pieces of crystal into an orb (6:34)
[Asset] Crystal Golem (7:06)
[Particle Effect] Laser beams in different colors & directions (9:20)
[Scripting] Classic laser puzzle with redirecting beams to the right / left (9:20)
[Asset] Small Pillars to put stuff on [9:20]
[Asset] red & blue crystal balls [9:20]
[Scripting] Destroying the target dummy with a bomb (18:58)
[Particle Effect] burning wood (18:58)

Level 5:

http://www.youtube.com/watch?v=Gy3HWwp7Er4

[Scripting] A real fast and terrifying Gormorg that will chase you down with its own a*-wayfinding algorithm (2:34)
(I strongly suggest you play this level yourself, even I am still terrified myself by this guy ;-))

Level 6:

http://www.youtube.com/watch?v=Y1KdepSzWms

[Scripting] A "microwave alcove" (1:45)
[Particle Effect] Steaming Food (1:50)
[Asset] Passive Spiders that won't attack and are indestructible (3:26)
[Asset] "Crazy Drug Spider" (4:00)
[Scripting] Teleport by spider bite (4:00)
[Wallset] Trippy, colorful dungeon wallset (4:22)
[Particle Effect] Trippy fog and stars (4:22)
[Scripting] automatically fill an entire level with certain particle effects and lights (4:22)
[Asset] Blue Skeleton, Skull , Text Note, and Mushroom (4:28)
[Scripting] "Heartbeat" light effect (4:43)
[Scripting] Seemingly random hidden door sequence (4:54)
[Scripting] Retarded switch puzzle (You need to press the button that has already been there

before, not the newly appearing ones)(6:54)
[Scripting] Paths appearing / disappearing over trapdoors (9:28)
[Scripting] Generating dungeon walls on the fly to confuse people (14:48 onward)
[Scripting] Image note with animated image (15:32)
[Scripting] How to make localfire scream like a little child (15:46)
[Scripting] Stroboscope ogre-hunt terror sequence (16:04)
[Scripting] Fleeing teleporter puzzle (17:00)
[Scripting] "You need to be fast"-trap door sequence (19:36)
[Scripting] Going into the light at the end of a tunnel (22:00)

Level 7:

http://www.youtube.com/watch?v=sU-KHH1T-jA

[Asset] The "cube" parts arranged as a broken lock mechanism (2:18)
[Particle Effect] Steam and sparks (2:18)
[Particle Effect] Poisonous gas (4:50)
[Asset] Heaps of slime on the floor (8:01)
[Asset] Slime splats on the floor / wall edges (8:30)
[Asset / Scripting] Megaslime that splits apart into smaller slimes (8:30)
[Asset / Scripting] bloody telefrag effect & blood puddlewith skull & bones (12:55)
[Scripting] Difficult to explain trap door puzzle / challenge (A path is automatically created

in a straight line just before you) (15:40)
[Asset / Particle Effect] Tentacles coming from under the door (17:34)

Level 8:

http://www.youtube.com/watch?v=e93VznfgTic

[Scripting / Particle Effect] Water dispenser alcove (2:58)
[Scripting] Puzzle based on the weight of items (4:04)
[Asset] Broom item (4:04)
[Asset / Particle Effect] Snail Pheromone Smoke Bomb (3:34)
[Asset] Peacful Snails (6:00)
[Asset] Snail poop (I'm serious!) (6:00)
[Scripting] Random snail fart noises (Still serious...) (6:00 onward)
[Scripting] prevent an enemy walking on a square when a certain object is lying on the floor

(6:00 onward)
[Asset] Snail with red housing (13:42)
[Scripting] Checking whether enemies are present within a room as winning condition (21:53)

Level 9:

http://www.youtube.com/watch?v=P50iUBaJT90

[Asset] "Book of Faces" (1:36)
[Particle Effect] Flies (3:06)
[Scripting] "Time travel logic" You travel back in time (= teleport to another level with the same layout), change things and then return to find things changed in the "present" (=the original level) Hard to picture in a single moment, you need to watch the entire video to "get" it I guess :oops:
[Particle Effect] Time Travel Screen Effect (7:54)

Level 10:

http://www.youtube.com/watch?v=AwQDvEUlJ-g

[Asset] Custom Light gun, Ammuntition and Crystal Rechargers (1:11)
[Script] Destroying all torches in the players inventory (3:55)
[Script] Playing random synth sounds as music (3:55)
[Script] A lot of "game logic": creatures that respawn and drop certain loot, loot chances influenced by players inventory, creatures don't go near activated crystals. An upgradeable gun that recharges over time, boss monsters. (3:55 onwards)
[Asset] "Dark"-Variants of creatures: Scavengers, spiders, crabs, herder, shrakk-torr (3:55 onwards)
[Script] Using loopable electric music as background music for boss fights. (28:38)
[Script] creating a teleporter on death of a monster (29:55)

Level 11:

http://www.youtube.com/watch?v=bYTw4Emm2D8

[Script] Fading out to the Outro (0:26)

And that is all.


TL;DR Version: Prison Ward Source Files are available, post lists all stuff that might be of use for other modders.

Please feel free to ask questions about certain scripts etc.
User avatar
LocalFire
Posts: 261
Joined: Thu Feb 21, 2013 1:16 am
Location: Auckland, New Zealand

Re: Prison Ward source files

Post by LocalFire »

Just to post here if anyone else runs into this problem, I was trying out the splitting slimes (because they are beautiful!) and I couldn't seem to get the thing to work, I got some invalid spawn locations but only sometimes.

Then I realized the script was set up to spawn them onto level 7 (I had them on level 5) so they were splitting it was just onto the wrong floor!

It's easy to fix too , you just change the floor co-ordinates from 7 to whatever floor you use the monster on.
My Dungeons
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Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Prison Ward source files

Post by Komag »

or set it to party.level
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chaoscommencer
Posts: 119
Joined: Sun Jan 05, 2014 7:48 pm

Re: Prison Ward source files

Post by chaoscommencer »

Wow, this mod seems to have a lot of custom scripting in it. Nice work man, I'll have to spend some time to check this out.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
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DesperateGames
Posts: 90
Joined: Sun Oct 06, 2013 1:54 pm

Re: Prison Ward source files

Post by DesperateGames »

@ LocalFire / Komag:

Yes, the level for the splitting slime was hardcoded as I only wanted to use the monster on that specific level. party.level makes it universal, but if the monster gets damaged whilst being on another level (I don't know whether monsters take damage while not being in the same level as the party...Fall damage? Traps?) It might result in the new slime being created on the "wrong" level of the party. The best way would be to pass the monster object in the OnDie() function and take monster.level for the spawn.

@chaoscommencer:

You are welcome to dig around, I'm glad the files / descriptions are of use. If there are any questions feel free to ask! ;-)
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