Feeling overwhelmed

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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mummy
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Joined: Fri Oct 05, 2012 10:35 pm

Feeling overwhelmed

Post by mummy »

I've spent most of my spare time on designing dungeons since the editor showed up but when it comes to asset packs and other details I get confused quickly on what to do (and remembering what to do). Do you think that adding extra features to the game could be more automatic? (like why aren't the files in the asset pack already part of the editor to begin with?).

Anyone else find this confusing? (or maybe I'm just too dense).

I just want to design with some variety so someone might actually play something I make but I'm close to just sitcking with the basic editor and hoping for the best.
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Grimwold
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Re: Feeling overwhelmed

Post by Grimwold »

Just to clarify... the official asset pack is only for reference, to see how things are setup... everything in it is already part of the main game, so you don't need to do anything.

As far as custom assets go, I agree it can be confusing, but once you start digging around and trying things, it does become more clear. Granted, asset creators (myself included) could be more thorough at detailing how to use our creations, but often we are spending a lot of time on them, and either don't realise how complex they are for beginners, or don't have time to fully detail them... for my part, I have tried to explain what code goes in what files or script entities to make it clear how to add them.. but it is difficult to be clear, when some stuff needs to go in lua text files, and other stuff needs to be added within the editor.
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SpiderFighter
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Re: Feeling overwhelmed

Post by SpiderFighter »

mummy wrote:I've spent most of my spare time on designing dungeons since the editor showed up but when it comes to asset packs and other details I get confused quickly on what to do (and remembering what to do). Do you think that adding extra features to the game could be more automatic? (like why aren't the files in the asset pack already part of the editor to begin with?).

Anyone else find this confusing? (or maybe I'm just too dense).

I just want to design with some variety so someone might actually play something I make but I'm close to just sitcking with the basic editor and hoping for the best.
Try just designing, and then when a problem arises jump on google and type in Grimrock (problem). Example: "Google place sack in alcove." That will lead you back here with a script you can pop in. (I've learned NOT to search from within this forum, because too many words (like "random") are discounted from the search)

In this way, you can allow yourself to learn things slowly instead of feeling overwhelmed.
Last edited by SpiderFighter on Wed Oct 24, 2012 3:34 pm, edited 1 time in total.
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Neikun
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Re: Feeling overwhelmed

Post by Neikun »

SpiderFighter makes a very good point. I started by designing. Whenever I wanted to do something I didn't know how to do, I read through the modding docs. If I still didn't understand, I posed questions to the forums. Little by little I understood more and more what it was that I am doing. One month later, I'm retexturing models with ease.
If you're learning a system in order to achieve something, you will find that you're going to pick up on it very quickly.
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JohnWordsworth
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Re: Feeling overwhelmed

Post by JohnWordsworth »

There's a lot of scope for a small suite of little C# apps that could be written. I mocked up a potential UI for an 'Object Editor' the other day, so that you could make new items/spells/materials in a friendly editor. Unfortunately, I have to prioritise the GMT first but if there are other C# coders out there - it could be really cool to have something which generates the .lua files with the object definitions in automatically.

However, as the others have said - I've always found the best way to get to grips with something like this is just to have a cool idea in mind and just keep doing it. Unfortunately, there are always going to be fiddly elements of modding, and getting used to them is like learning a language - you only really become familiar with it by doing it. These Forums are a great place to get help as/when required and the Wiki is starting to grow a little too!
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SpiderFighter
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Re: Feeling overwhelmed

Post by SpiderFighter »

Good point, John! I'd forgotten about the GrimWiki, which is a growing archive of scripts and help.
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mummy
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Re: Feeling overwhelmed

Post by mummy »

Grimwold wrote:Just to clarify... the official asset pack is only for reference, to see how things are setup... everything in it is already part of the main game, so you don't need to do anything.

As far as custom assets go, I agree it can be confusing, but once you start digging around and trying things, it does become more clear. Granted, asset creators (myself included) could be more thorough at detailing how to use our creations, but often we are spending a lot of time on them, and either don't realise how complex they are for beginners, or don't have time to fully detail them... for my part, I have tried to explain what code goes in what files or script entities to make it clear how to add them.. but it is difficult to be clear, when some stuff needs to go in lua text files, and other stuff needs to be added within the editor.
Thanks all and that tidbit of info about the asset pack solves one big bit of confusion I was having.
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HaunterV
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Re: Feeling overwhelmed

Post by HaunterV »

like others have said, just keep hacking away at it. don't look at the whole, just look at the problem in front of you and eventually when you do come up for air you'll realise the progress you've made.
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Jaymann
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Re: Feeling overwhelmed

Post by Jaymann »

One thing I've learned from creating levels (going back to Doom 2!) is to keep pushing the editor to try different and possibly crazy things. Sometimes you can't quite get it to do what you had in mind, but it might lead you to another idea (sometimes even a better one).
BeNNyBiLL
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Re: Feeling overwhelmed

Post by BeNNyBiLL »

JohnWordsworth wrote:There's a lot of scope for a small suite of little C# apps that could be written. I mocked up a potential UI for an 'Object Editor' the other day, so that you could make new items/spells/materials in a friendly editor. Unfortunately, I have to prioritise the GMT first but if there are other C# coders out there - it could be really cool to have something which generates the .lua files with the object definitions in automatically.
That idea is golden. That would also give me a good excuse to learn how to put together a metro style app in the process. I'll see how much time I can find!
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