Dungeon Editor Progress
Re: Dungeon Editor Progress
Was there shome size limit of map and is there open sky?
I have idea and it need open sky and rendering walls of upper level.
Edit:
One other question for engine. Is there coming some light version of this engine?
I have Asus V1jp and frame rate is really low. (Ati Mobility Radom X1700, 512 MB)
Maybe I just have to buy new laptop.
I have idea and it need open sky and rendering walls of upper level.
Edit:
One other question for engine. Is there coming some light version of this engine?
I have Asus V1jp and frame rate is really low. (Ati Mobility Radom X1700, 512 MB)
Maybe I just have to buy new laptop.
Last edited by Limba on Wed Aug 01, 2012 11:11 am, edited 1 time in total.
Re: Dungeon Editor Progress
i think the developers said there's room for 50 floors. i doubt anyone would make more than that!Jirodyne wrote:If maps can only be so big, and you can only have so many of them, going back and unlocking new area's in old maps is a nice way to get the most out of the size of every map, and make the game longer even with limited number of floors.Treybor wrote:I think these are all great ideas. I've used similar stuff in my D&D campaigns. Fun and twisted, but entertaining for all.
Re: Dungeon Editor Progress
The maps can be up to 32x32, there is currently no open sky textures in the game, these would have to be made/converted by a fan. (unless Almost Human make some for an expansion, who knows?)Limba wrote:Was there shome size limit of map and is there open sky?
I have idea and it need open sky and rendering walls of upper level.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
While each floor is limited to a 32x32 grid, there is no limit to the number of floors itself, other than what computers are able to handle, which shouldn't be an issue.Jirodyne wrote:If maps can only be so big, and you can only have so many of them, going back and unlocking new area's in old maps is a nice way to get the most out of the size of every map, and make the game longer even with limited number of floors.Treybor wrote:I think these are all great ideas. I've used similar stuff in my D&D campaigns. Fun and twisted, but entertaining for all.
Re: Dungeon Editor Progress
it looks like the editor is racing towards release day, can a dev give a hint on 2 things that are of interest
1. where can these cool new user created dungeons be downloaded
2. will there be any editing of vanilla game assets (retextured snails, walls and so on)
1. where can these cool new user created dungeons be downloaded
2. will there be any editing of vanilla game assets (retextured snails, walls and so on)
Re: Dungeon Editor Progress
great question!dogtown1 wrote:it looks like the editor is racing towards release day, can a dev give a hint on 2 things that are of interest
1. where can these cool new user created dungeons be downloaded
2. will there be any editing of vanilla game assets (retextured snails, walls and so on)
Re: Dungeon Editor Progress
Wherever the ones creating them decide to upload them to.dogtown1 wrote:1. where can these cool new user created dungeons be downloaded
Right now that is not permitted. Hopefully, Almost Human will adjust their policy somewhat to allow certain modified material to be shipped within the dungeon packs.dogtown1 wrote:2. will there be any editing of vanilla game assets (retextured snails, walls and so on)
Re: Dungeon Editor Progress
I think I've finally nailed how custom assets work. Mods can now contain custom items, monsters, dungeon objects, wall sets, sounds, materials, textures, animations, meshes and models. Cinematics and some other smaller things are still missing though.
However I don't think we are going to release and maintain tools for generating meshes and animations in game readable format. The problem is that maintaining these for the gazillion of different content creation tools is a lot of work and would be pretty much a fulltime job for one man. What we could do, however, is to release the specs for the mesh and animation file formats, so that some creative people out there could step out and help the modding community.
How does this sound?
However I don't think we are going to release and maintain tools for generating meshes and animations in game readable format. The problem is that maintaining these for the gazillion of different content creation tools is a lot of work and would be pretty much a fulltime job for one man. What we could do, however, is to release the specs for the mesh and animation file formats, so that some creative people out there could step out and help the modding community.
How does this sound?
Re: Dungeon Editor Progress
That sounds very reasonable Petri. Does this mean people would be allowed to modify/distribute the existing assets? i.e put a crown on a snail to make him a king snail, or even just change his shell colour. I really think this will make the modders job easier, and encourage more awesome mods.
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
Sounds dynamite to me. You're right, that'd be well too much work for one man. Can't believe you even considered it. Respect
Anyway, half of the fun in modding is overcoming challenges I think, so yeah, it sounds great!
Anyway, half of the fun in modding is overcoming challenges I think, so yeah, it sounds great!