Dungeon Editor Progress
- thedemon44
- Posts: 5
- Joined: Sat Jun 16, 2012 3:15 am
Re: Dungeon Editor Progress
Damn, this is about to come out, BMS is about to come out, and Guild Wars 2 just came out. What a great month!
Face the enemy and don't run unless you have to. Hit and move is for pussies.
Re: Dungeon Editor Progress
Maybe there will be some impressive fan-made dungeons ready for Christmas time! Maybe a small thrill/scare style one for Halloween
Finished Dungeons - complete mods to play
Re: Dungeon Editor Progress
nope. sloth was watching a pirate movie (it gives him inspiration for the final in the pirate boat, when he arrives to save goonies with chunk!)(Of course, Sloth was probably watching that on TV in the film I don't recall. )
ad&d / ff / d&d
Re: Dungeon Editor Progress
Hmm I want to watch it again now!
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
In case anyone missed it, here is a reprint of the AWESOME feature list and other editor info from the blog post by annti:
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Dungeon Editor Feature List
We realized that we really haven’t listed the Dungeon Editor’s features and capabilities in any single place clearly so hey, why not compile a list here. This should give you a better overall picture about what you can create with the editor. Let me switch on my marketing droid -mode here for a moment… There! Let’s go:
- Simple and straightforward user interface.
- Instant preview lets you test play the dungeon instantly: no need to leave the editor or wait for the level to export.
- Create puzzles, traps and contraptions simply by connecting buttons, pressure plates and other triggers to trapdoors, spawners or teleporters for example.
- Use Lua scripts to create even more complex logic and go beyond what would otherwise be possible.
- Fill your dungeons with any of the 350+ original Legend of Grimrock assets.
- Create new items, complete with new graphics and functionality like new magical weapons or potions with their own custom effects.
- If you want a cow-on-wheels roaming the tunnels, it’s no problem: you can use your own custom monsters!
- Totally transform how the dungeon looks and feels like by using custom environment graphics and objects.
- Trigger your own sounds or replace the background music.
- Tell a story with custom intro and ending cinematics.
- Create hellish demon snails simply by changing the textures of the original snail: you can modify, replace or recycle the original Legend of Grimrock textures, meshes or other assets to suit your needs.
- Publish your creations by using the built-in Steam Workshop support – or just freely upload the dungeon data anywhere or hand it out directly to your friends.
Some of you might know that we’ve previously had a policy in place that has prevented modders from modifying/distributing the game assets found in our game data. We will still have that policy in place as far as reverse-engineered assets are regarded but we will release a comprehensive pack of assets along with the editor that you can use and modify to create Legend of Grimrock mods. This is just due to the fact that we can’t, for example, give away sounds we have bought and give people the permission to use and modify those assets. But don’t worry, the majority of our assets will be in the pack for you to use. We will release the revised modding and asset usage terms soon.
Oh, and there won’t be a need to hack the game to access the developer console anymore either: to make it easier to debug your custom dungeons, we have implemented an option to enable the console.
If you’ve got any more questions on what could be done with the editor, ask in the comments or on the forum.
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so this is incredible news - we can basically make custom everything! Wow!
----------------
Dungeon Editor Feature List
We realized that we really haven’t listed the Dungeon Editor’s features and capabilities in any single place clearly so hey, why not compile a list here. This should give you a better overall picture about what you can create with the editor. Let me switch on my marketing droid -mode here for a moment… There! Let’s go:
- Simple and straightforward user interface.
- Instant preview lets you test play the dungeon instantly: no need to leave the editor or wait for the level to export.
- Create puzzles, traps and contraptions simply by connecting buttons, pressure plates and other triggers to trapdoors, spawners or teleporters for example.
- Use Lua scripts to create even more complex logic and go beyond what would otherwise be possible.
- Fill your dungeons with any of the 350+ original Legend of Grimrock assets.
- Create new items, complete with new graphics and functionality like new magical weapons or potions with their own custom effects.
- If you want a cow-on-wheels roaming the tunnels, it’s no problem: you can use your own custom monsters!
- Totally transform how the dungeon looks and feels like by using custom environment graphics and objects.
- Trigger your own sounds or replace the background music.
- Tell a story with custom intro and ending cinematics.
- Create hellish demon snails simply by changing the textures of the original snail: you can modify, replace or recycle the original Legend of Grimrock textures, meshes or other assets to suit your needs.
- Publish your creations by using the built-in Steam Workshop support – or just freely upload the dungeon data anywhere or hand it out directly to your friends.
Some of you might know that we’ve previously had a policy in place that has prevented modders from modifying/distributing the game assets found in our game data. We will still have that policy in place as far as reverse-engineered assets are regarded but we will release a comprehensive pack of assets along with the editor that you can use and modify to create Legend of Grimrock mods. This is just due to the fact that we can’t, for example, give away sounds we have bought and give people the permission to use and modify those assets. But don’t worry, the majority of our assets will be in the pack for you to use. We will release the revised modding and asset usage terms soon.
Oh, and there won’t be a need to hack the game to access the developer console anymore either: to make it easier to debug your custom dungeons, we have implemented an option to enable the console.
If you’ve got any more questions on what could be done with the editor, ask in the comments or on the forum.
---------------------
so this is incredible news - we can basically make custom everything! Wow!
Finished Dungeons - complete mods to play
Re: Dungeon Editor Progress
TelcotarVI says:
September 5, 2012 at 17:33
Probably this is a stupid question, but… those who bought the game in GOG will be able to use the mods published on Steam Workshop?Reply
Crisim says:
September 5, 2012 at 17:44
i think module creators could post their modules on Steam Workshop AND upload them somewhere you can download from…Reply
antti says:
September 5, 2012 at 17:49
I’m not 100% certain but I think the Workshop is only available to users who have the game on Steam.
a bit scary...
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- Posts: 14
- Joined: Tue Apr 24, 2012 2:51 am
Re: Dungeon Editor Progress
Steam workshop is available to steam purchasers only. Unless a steam key is provided to those of us who purchased on GoG, we will be left out unless a non-workshop version is posted someplace else.
Re: Dungeon Editor Progress
you don't think that before making the dungeons online, we should make the dungeons themselves?
we have time to make them avalaible for everyone, but first we surely need to make them! and we need time to! as modders get their dungeons finished, we'll see how many and how much space we need to put them online... but for now, we wait for the editor...
we have time to make them avalaible for everyone, but first we surely need to make them! and we need time to! as modders get their dungeons finished, we'll see how many and how much space we need to put them online... but for now, we wait for the editor...
ad&d / ff / d&d
Re: Dungeon Editor Progress
The Steam Workshop option worries me as well.
A) I won't be able to access any dungeons uploaded to the Steam Workshop, unless that user decides to host it elsewhere.
B) If I make a dungeon, I won't be able to upload it to the Steam Workshop, which means it'll go unnoticed to a lot of people.
As anxious as I am for the editor to come out, this is quite a bit of bad news
A) I won't be able to access any dungeons uploaded to the Steam Workshop, unless that user decides to host it elsewhere.
B) If I make a dungeon, I won't be able to upload it to the Steam Workshop, which means it'll go unnoticed to a lot of people.
As anxious as I am for the editor to come out, this is quite a bit of bad news