Beta-1.2.7 now available!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
lowzei
Posts: 99
Joined: Tue Mar 27, 2012 12:00 pm

Re: Beta-1.2.7 now available!

Post by lowzei »

5) Falling down into a teleporter doesn't activate the teleporter.

6) I'm not sure on this one but sometimes i had the impression that whilst collision detection was turned off i still fell down, its mostly okay that stairs are working and monsters attacking.

Btw.you can fix issue #4 by reloading the dungeon. 1,2 occured to me only after some time with a number of changes in between.


Suggestions:
I still would find it very useful being able to just set the position and orientation of every entity. This combined with a general sensor field and to read from where an entity was coming (maybe its orientation is already enough) would allow a number of things or making them easier to accomplish, like working re-teleportation, like spinner-fields which rotate you relative from where you were coming from, ...

I would love to have a torchlight like yellow light source which can't be taken with you beside of the blue ceiling lamp. Sometimes i would prefer if the player can't take any/this many torches with him and present darker areas and with more contrast in the scene. Maybe wind zones and non magic areas could help as well. Being able to set the colour of the ceiling light would allow more flexibility. Can you blow out a torch, like setting its lifetime? It already would be great if there would be a tag which allows the player to take a torch from a torchholder or not.

Filtering for objects on a map could make things easier as well being able to zoom the map (maybe zooming is to this important).

An option that starting a dungeon automatically switches to fullscreen and back to windowed once you stop demoing.

When you select an object in the itemlist, previewing it in the inspector.

As an option, adding a limit to active spawned items to a spawner.

Delivering stats like the health of a monster or the damage of a weapon, both in the editor and whilst you're running a scene. Btw. can you read and set the health of party members and monsters, if so how?

Globals

Different types of monster blockers so that some monsters can pass whilst others can't.

A general onclick callback, functionality test so that you can utalise each item the way you want. Dunno how far you can go with hooks here, couldn't try out this one yet. The editor is very addicting and time flies by.

Can you influence the AI?
lowzei
Posts: 99
Joined: Tue Mar 27, 2012 12:00 pm

Re: Beta-1.2.7 now available!

Post by lowzei »

I really like those darker, less lit atmosphere. Hopefully i get it finished till next week.

http://s1.directupload.net/images/120915/jc469jz7.jpg
lowzei
Posts: 99
Joined: Tue Mar 27, 2012 12:00 pm

Re: Beta-1.2.7 now available!

Post by lowzei »

Ogres ignore monster blockers when they run.
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