Dungeon Editor Progress
Re: Dungeon Editor Progress
Is anyone interested in setting up a Grimrock MODGroup which can build some really high quality dungeons. I like creating levels with map editors and have extensive Lua coding experience. I want to create mods that play well are well thought out with progressively more difficult puzzles. If the Modgroup gets going there should be agreed standards of release etc. etc.
PM me id you are interested
PM me id you are interested
Re: Dungeon Editor Progress
Remains to be seen. Initially Lua is used for implementing puzzle logic. Also, item, monster and other asset definitions are probably going to use Lua. Haven't thought much further than that because even getting the dungeon editing features which allow the creation of Grimrock level dungeons is a lot of work. My gut feeling is that the game engine is not really designed to be extendable so anything else is going to be really hard.Jack Dandy wrote:I'm not a computer whiz, so I wanna know just what Lua scripting can allow good modders to pull off?
Re: Dungeon Editor Progress
Don't dash my dreams petri! Do. Not. Dash. Them.petri wrote:Remains to be seen. Initially Lua is used for implementing puzzle logic. Also, item, monster and other asset definitions are probably going to use Lua. Haven't thought much further than that because even getting the dungeon editing features which allow the creation of Grimrock level dungeons is a lot of work. My gut feeling is that the game engine is not really designed to be extendable so anything else is going to be really hard.Jack Dandy wrote:I'm not a computer whiz, so I wanna know just what Lua scripting can allow good modders to pull off?
Re: Dungeon Editor Progress
Frankly, new monsters, items and walls through Lua as far as assets go is plenty, so even that would be pretty awesome!
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Re: Dungeon Editor Progress
Portal Mod for Grimrock ? :>
- Jack Dandy
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Re: Dungeon Editor Progress
Thanks for the answers- I realize this game's engine is relatively basic so I'm not expecting amazing things; but the Lua's functionality still sounds damned great.
Re: Dungeon Editor Progress
Pétri what does that mean that with the level editor will not have to build very large dungeon with very large in size and level with very complicated puzzle ??????
Re: Dungeon Editor Progress
@petri
Hi, i roughly remember your blog where you once wrote about how the levels are built up (grids based on ascii data and then adding the logic by lua, ...). I was wondering about if there are any baking/combining steps for the geometry afterwards as well, like do you combine the mesh blocks into one larger mesh or are the all still independent. Do you use texture atlases and/or do you perform some batching for the materials upfront? How much of the dungeon and its items is kept in memory and how do you load/unload objects in the background? Does it happen during stepping from one level to another one or during the game as well?
Hi, i roughly remember your blog where you once wrote about how the levels are built up (grids based on ascii data and then adding the logic by lua, ...). I was wondering about if there are any baking/combining steps for the geometry afterwards as well, like do you combine the mesh blocks into one larger mesh or are the all still independent. Do you use texture atlases and/or do you perform some batching for the materials upfront? How much of the dungeon and its items is kept in memory and how do you load/unload objects in the background? Does it happen during stepping from one level to another one or during the game as well?
Re: Dungeon Editor Progress
Jack Dandy wrote:I'm not a computer whiz, so I wanna know just what Lua scripting can allow good modders to pull off?
So I'm guessing we use Lua for stuff like Item Stats and Monster stats, and for environment interaction?petri wrote:Remains to be seen. Initially Lua is used for implementing puzzle logic. Also, item, monster and other asset definitions are probably going to use Lua. Haven't thought much further than that because even getting the dungeon editing features which allow the creation of Grimrock level dungeons is a lot of work. My gut feeling is that the game engine is not really designed to be extendable so anything else is going to be really hard.
Am I imagining this the correct way: First, in the map editor, I draw a room surrounded with walls and one hallway out. I place a door in the hallway, and a stepping stone in the middle of the room. Then in Lua, I write a code that whenever the party or an object is placed upon the stepping stone, the door opens?
What about "Friendly" monsters, like the Dwarves in EoB1? Could Monster behavior be handled by Lua? Could monsters be made to attack each other?
What about stat changes? For example, some RPGs used to give XP for entering secret rooms. In other rooms your food might be set to zero instantly or constantly, to create a starvation room.
Can we create our own container types? Can we make items like the Mortar and Pestle for other stuff? Like making a device to create additional bombs?
Would it be possible to create prompts, where people can click "Yes" or "No", which would then have an effect on the game?
Would it be possible to remove or add characters from the party? Would it be possible to create custom characters to be included in the party?
Would it be possible to change/add classes? Would it be possible to change/add skill trees?
Is there a limit to the size of each level? Is there a limit to the number of levels? Is there a way to enable or disable automapping through Lua?
Re: Dungeon Editor Progress
it is also his questions I ask myself.....................................