Dungeon Editor Progress

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Disasterrific
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Re: Dungeon Editor Progress

Post by Disasterrific »

Looks like you could easily fit that in and spread it across two levels.

You can have invisible teleporters so all it would take is a corridor leading off to a seperate level and it would all be connected.
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Darklord
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Re: Dungeon Editor Progress

Post by Darklord »

- Exporting and packaging all files of an user made dungeon into single file
This is nice, would make sharing mods really easy. :D

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Axles
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Re: Dungeon Editor Progress

Post by Axles »

Hi. I have a question. Dungeon Editor will be free for those who already purchased the game?
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Firing
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Re: Dungeon Editor Progress

Post by Firing »

Axles wrote:Hi. I have a question. Dungeon Editor will be free for those who already purchased the game?
yes
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Thels
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Re: Dungeon Editor Progress

Post by Thels »

petri wrote:Done:
- Initial planning
- Script editor
- Design for entity serialization in game readable format
- Integrated dungeon editor into game code base
- New IMGUI implementation
- Clean up global variables in code editor
- Map view
- Tool bar
- Selection tool
- Wall drawing tool
- Place new object tool
- Asset browser (with filtering by tags)
- Object inspector
- Object inspector properties for most entities
- IMGUI text box control
- IMGUI combobox control
- Entity serialization
- Clean up gui layout and add panel graphics
- Entity icons
- Editing the facing of entities
- Object deletion
- Move selected object using arrow keys
- Assigning custom object identifiers for scripting, e.g. "treasuryDoor" instead of "iron_door_20_15_0"
- Load/Save dungeon
- List all entities under mouse cursor
- Preview mode
- Support for more than one level
- Autocompletion for lock opened by property
- Adding items to alcoves
- "Add torch" check box for torch holders
- The entire dungeon created by the editor stored in a single document

Work in progress:

Todo:
- Scripting errors crash the editor
- New map view graphics
- Removing objects from alcoves
- Placing items on altars and inside container items
- Selecting a single entity from a square containing multiple entities
- Multiselect?
- Pillar icons are missing
- Teleport target gizmo
- Rectangle selection
- Handle duplicate entity identifiers gracefully
- Exporting and packaging all files of an user made dungeon into single file
- Add support for user made dungeons to New Game dialog
- Remove "$wallset" support from dungeon objects
- Consider adding new entity type, door frame
- String quotation (e.g. wall texts currently can't contain [[, ]] or ")
- Monster groups
Each time the list is updated, the Done list grows, but so does the Todo list. :P

Either way, nice progress, Petri! Can't wait to get started making my own dungeon. :P
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Dynosaulo
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Re: Dungeon Editor Progress

Post by Dynosaulo »

Thels wrote:Each time the list is updated, the Done list grows, but so does the Todo list. :P
That's software development 101 for you, sir!
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pulpum
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Re: Dungeon Editor Progress

Post by pulpum »

woooo... you work very well and fast!!! but take your time, I think you have all our thrust to do this magical thing!

:P

I meant TRUST!!! sorry! :mrgreen:
Last edited by pulpum on Thu May 10, 2012 5:34 pm, edited 1 time in total.
ad&d / ff / d&d
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Darklord
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Location: England

Re: Dungeon Editor Progress

Post by Darklord »

pulpum wrote: I think you have all our thrust to do this magical thing!

:P
I don't think AH want you thrusting at them! :o :shock: :?

:lol:

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Lmaoboat
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Re: Dungeon Editor Progress

Post by Lmaoboat »

Thels wrote: Either way, nice progress, Petri! Can't wait to get started making my own dungeon. :P
It's like Zeno's paradox or something.
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raf68
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Re: Dungeon Editor Progress

Post by raf68 »

RTC Return to Chaos is a very good editor dungeon I hope the level editor will be the same legend of grimrock.........
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