EDITING CHALLENGE II: Updated 12/11/12 post mortum
Re: EDITING CHALLENGE II: Warden's Woe (Scaled back)
Warden Workshop. Fixed version. https://dl.dropbox.com/u/12843270/Warden%20Workshop.dat
ENJOY.
-BeNNyBiLL
ENJOY.
-BeNNyBiLL
Re: EDITING CHALLENGE II: Warden's Woe (Scaled back)
I wont be finished in time :/ real life is eating up so much of my time!
And I ran into some issues with my modding, so will take quite a while to figure out what is going wrong in my script.
Gl to the rest of you!
And I ran into some issues with my modding, so will take quite a while to figure out what is going wrong in my script.
Gl to the rest of you!
Re: EDITING CHALLENGE II: Warden's Woe (Scaled back)
Lilltiger wrote:I wont be finished in time :/ real life is eating up so much of my time!
And I ran into some issues with my modding, so will take quite a while to figure out what is going wrong in my script.
Gl to the rest of you!
it's ok, try your best and try to get it in regardless.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Re: EDITING CHALLENGE II: Warden's Woe (Updated)
This competition looks a little one sided at the moment
Has anyone had a chance to playthrough my entry? If its solid I will polish it up, make sure all notes text fits in the UI boxes at all resolutions, reduce my recall spell image, maybe add a proper cinematic opening. Maybe extend it a little so its worthy of a workshop/nexus release. If any 2D graphic or concept artists like this project and want to create some slides for the opening/ending it would be much appreciated. My over-filtered screenshot is, lets just say, sub-par lol!
Has anyone had a chance to playthrough my entry? If its solid I will polish it up, make sure all notes text fits in the UI boxes at all resolutions, reduce my recall spell image, maybe add a proper cinematic opening. Maybe extend it a little so its worthy of a workshop/nexus release. If any 2D graphic or concept artists like this project and want to create some slides for the opening/ending it would be much appreciated. My over-filtered screenshot is, lets just say, sub-par lol!
Re: EDITING CHALLENGE II: Warden's Woe (Updated)
I believe Ed has stepped up.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
- Edsploration
- Posts: 104
- Joined: Wed Sep 19, 2012 4:32 pm
Re: EDITING CHALLENGE II: Warden's Woe (Updated)
I'm finally posting my dungeon on the last day! It's fairly short but it has quite a bit of custom scripting!
Steam Workshop: http://steamcommunity.com/sharedfiles/f ... =105862865
Grimrock Nexus: http://grimrock.nexusmods.com/mods/81
Note that this dungeon uses a 1-champion party! Champions in slots 2 through 4 will be removed as soon as you begin.
Further details can be found through the links above.
Steam Workshop: http://steamcommunity.com/sharedfiles/f ... =105862865
Grimrock Nexus: http://grimrock.nexusmods.com/mods/81
Note that this dungeon uses a 1-champion party! Champions in slots 2 through 4 will be removed as soon as you begin.
Further details can be found through the links above.
Open Project -> Community FrankenDungeon: viewtopic.php?f=14&t=4276
Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!
Well so far it seems to be between Benny and Ed. not that I'm complaining, I've still got every intention of handing out the prize(s).
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!
Oh man. I've been so busy with my custom assets and testing something that I haven't gotten a chance to play yet. D:
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
- Edsploration
- Posts: 104
- Joined: Wed Sep 19, 2012 4:32 pm
Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!
I'm answering a question I got about my mod here to shed a little more light about it. (And because it was too long to post on steam workshop in one comment.)
Regarding how I made my warden "friendly":
A lot of work went into making it "friendly", there's a lot going on behind the scenes.
1) Activating talking to the warden was done through the party's onPickUpItem hook, and hiding a custom item with a gobelin model in an alcove in front of the warden. This item would be dynamically spawned and despawned based on if you were standing in front of him, so you could never see it from its visible side. (The gobelin has a 1-sided model, except for the rod on top which was hidden just inside the ceiling.)
2) Multiple speech trees for the warden for waiting around him, attacking him with fire, or talking to him directly (as well as other plot-based influences). This dialogue is dynamically parced allowing the champion's name to be a variable and change based on if he's learned your name or not, and other things. In fact, 3 of the secrets have to do with talking to the warden under the right conditions.
3) Invisible walls were placed around him preventing you from walking into him, or him attacking or charging you. These are done by cloneObject of a wall grating with the model replaced with either left or right jab graphical effect model. It prevents movement through it but it does not block thrown items. I still don't know how to do that invisibly. (Message me if YOU do know how!)
4) A few hundred lines of code just to detect items thrown onto the warden that shouldn't be there, and having them be deleted and spawned again with identical parameters outside of the warden's square where they could be reached. This code was run on the dragon statues to prevent players from losing items behind them.
5) Replaced the warden entity with a bunch of different ones with their idle animations swapped out with the animation needed. Hotswapped (delete/spawn) between all these versions of the warden. All of them had hooks canceling damage from being taken or allowing them to move at all. Movement of the warden was done by hotswapping (delete/spawn) with key timing as well.
6) Various timers and delays so the warden can't mix dialogue from different speech trees and he generally talks with decent AI.
In total the dungeon has 1308 lines of in-editor lua scripting, 840 lines of custom object definitions, 55 timers, and 1 counter. I could release the source if someone is interested... but it's in such a dirty state right now I'm better off releasing snippets of code for individual sections.
Regarding how I made my warden "friendly":
A lot of work went into making it "friendly", there's a lot going on behind the scenes.
1) Activating talking to the warden was done through the party's onPickUpItem hook, and hiding a custom item with a gobelin model in an alcove in front of the warden. This item would be dynamically spawned and despawned based on if you were standing in front of him, so you could never see it from its visible side. (The gobelin has a 1-sided model, except for the rod on top which was hidden just inside the ceiling.)
2) Multiple speech trees for the warden for waiting around him, attacking him with fire, or talking to him directly (as well as other plot-based influences). This dialogue is dynamically parced allowing the champion's name to be a variable and change based on if he's learned your name or not, and other things. In fact, 3 of the secrets have to do with talking to the warden under the right conditions.
3) Invisible walls were placed around him preventing you from walking into him, or him attacking or charging you. These are done by cloneObject of a wall grating with the model replaced with either left or right jab graphical effect model. It prevents movement through it but it does not block thrown items. I still don't know how to do that invisibly. (Message me if YOU do know how!)
4) A few hundred lines of code just to detect items thrown onto the warden that shouldn't be there, and having them be deleted and spawned again with identical parameters outside of the warden's square where they could be reached. This code was run on the dragon statues to prevent players from losing items behind them.
5) Replaced the warden entity with a bunch of different ones with their idle animations swapped out with the animation needed. Hotswapped (delete/spawn) between all these versions of the warden. All of them had hooks canceling damage from being taken or allowing them to move at all. Movement of the warden was done by hotswapping (delete/spawn) with key timing as well.
6) Various timers and delays so the warden can't mix dialogue from different speech trees and he generally talks with decent AI.
In total the dungeon has 1308 lines of in-editor lua scripting, 840 lines of custom object definitions, 55 timers, and 1 counter. I could release the source if someone is interested... but it's in such a dirty state right now I'm better off releasing snippets of code for individual sections.
Open Project -> Community FrankenDungeon: viewtopic.php?f=14&t=4276
Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!
I already posted in the comments section on Nexus - you forgot to upload the actual mod there.Edsploration wrote:[...]