[ORRR3] One Room Round Robin 3 - Pre-Discussion!

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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akroma222
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by akroma222 »

John, full confidence in you good sir!!
Also very nice to see so many familiar names here!

I would like to contribute and design a room (indoor/outdoor I don't mind)
Happy to help in any way I can

Further (not sure if this was the case for the first 2 ORRRs), wondering if we are able to add our own custom items to the game...??
Perhaps just 1 custom item each?
This may be tricky when it comes to balancing issues, especially with how these items interact with each other...
but it would allow each of us to add a little extra flavour to our rooms
Thoughts?

Akroma
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aaneton
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by aaneton »

akroma222 wrote: Further (not sure if this was the case for the first 2 ORRRs), wondering if we are able to add our own custom items to the game...??
Perhaps just 1 custom item each?
In ORRR2 we had a 3mb custom stuff limit for each modder to add (not all did add custom suff and some added more). In end Diarmuid et al. did a fantastics job optimizing ORRR2 to under 100mb so we could publish the mod in Steam. Compromises, in sounds, textures etc were made of course. I think Steeam limit should be the goal for ORRR3 aswell. However it should be easier to make versatile stuff within the limit in LoG2 as there are much more assets in the base game to work with.
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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JohnWordsworth
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by JohnWordsworth »

Yeah, having a file limit is an unfortunate necessity to get the mod to fit on Steam - but in the ORRR2 I managed to squeeze quite a lot out of 3-4Mb (a couple of re-skinned items and a re-skinned ogre). With the new components system, we might be able to get even more creative with re-using things too. It's nice though - some people will gladly share their space if they have room designs that don't rely on custom assets, so it all seems to work out in the end.

I don't know how much space Isaac's room was in the ORRR2, but I imagine it's a lot less than you would think. And that was crammed full of custom assets!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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akroma222
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by akroma222 »

Ahhh silly me, of course you guys would have thought of and done a great job on custom assets already :D

Not sure if this jumping the gun a bit, but perhaps each contributor could (have the option to) put forward a custom race or class too??
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msyblade
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by msyblade »

Xanathar checked the steam limit for LoG2 this morning, still 100 mb, unfortunately. This is good and bad; on one side, we dont know what our file size limit will be until we get a final room count, and reserve space for the "Hub", End Game, and connecting areas. We are likely to end up with 2-4 mb apiece, which sounds tiny, buuuuut, It is part of what makes the challenge so fun: limiting the authors resources, FORCING them to be creative. It is truly amazing what we can do, when backed into a corner. As was said, there are many, many more default assets now, which take 0 space, so that will make it quite a bit easier to find what we need without using up some of our allotted space. Remember, Leki was able to get a friggin animated DRAGON into ORRR2 with these limits imposed. Also, we are all here to help, whenever an author has trouble, we will have a space to post the issue, and pass it around to come up with a solution. If you get stuck, we are stuck, so problems get solved (sometimes, even if that means the cutting room floor). Anyway, don't feel intimidated by the project or the people, the dungeon is about variety, not skill. And it will be at least a couple of months, so no pressure timewise either, go build stuff!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
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Mysterious
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by Mysterious »

Good to see you back Mysblade :) Just curious when will people know if they have a room and when will the project start? Thank you.
Lmaoboat
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by Lmaoboat »

I've had a few dungeon ideas that I just want to put here before I forget:

-A puzzle involving those floating cubes where you're in a room full of fire/poison clouds, and the cube will make a safe area within a radius around it.
-Something akin to the sandstorm in Zelda OoC where you can't see very far and will get stealth teleported if you don't go on the correct path.
-Moving between small islands in the ocean on sandbars just under the water.
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JohnWordsworth
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by JohnWordsworth »

@Mysterious: I think the best idea is to wait a couple of months before we get started. That should give us time to all have a bit of a play with the modding tools for a while. It's likely that will give us time to explore the scripting reference too and even get the GMT2 working so we can easily have custom models etc in the mod.

When the time does come, we will post a new thread with screenshots of the map. Then people can simply post asking for a given room / area and they will be assigned on a first come first served basis (although most people will be flexible and swap around if someone wants a specific room for their idea!).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Lmaoboat
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by Lmaoboat »

I hope we can at least do some sort of practice dungeons for those of use who learn best through collaboration and diving right in.
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msyblade
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Re: [ORRR3] One Room Round Robin 3 - Pre-Discussion!

Post by msyblade »

I think the next couple of months would be best served by all modders diving in, messing around, building, failing, meeting here to get ideas/solutions, and generally learning the editor and engine changes. This will be our practice. Make sure to stick around here and check up frequently. Once the tools and solutions start coming, they will come fast. Being in on this initial "rush" of knowledge will be key to understanding many of the "basic" issues we are all going to run into. Even if a thread has a title that doesn't interest you, skim through it. The knowledge contained within will likely be useful eventually, you simply haven't run into the same problem (YET). You would be surprised how many times while modding LoG1 I would run into an issue and think "I kinda remember reading somewhere about this, IIRC it was an issue with hardcoding on this particular item". One way to approach the workflow is to have an idea of what you want (layout/design/mechanics), and start making a rough draft of it, identifying problems that arise and start solving them. That way, when It's your turn up to bat, you can build your vision without tweaking and testing during your limited build time. In ORRR2 we tried to have our room built in 3 days from the time you recieve the file. (With many months of balancing and tinkering to get it all to work together). Generally speaking, hardly any of the rooms were built in 3 days, the idea was present, the execution was pre planned, and then, it was simply about "porting" it over to the ORRR2 file. One thing I would recommend against is making your room public for testing, one of the coolest parts of the ORRR is the genuine surprise of how different each room/concept is. If your room has been seen and played beforehand, the magic/surprise could be lost. Last thing you want is a big thread detailing all of the nooks and crannies of your concept before it releases with the others. A couple of buddies helping over PM or skype is fine, just keep it out of the public eye.

For the most part everyone will get a room, nobody wants to leave anyone out. In the ORRR2 a 10 year old girl designed one of the areas (with her dads help). We will do everything possible to make room for modders who want to take part. Although this cannot be guaranteed, we certainly do want it to stay under 100 mb to allow it on Steam, but we dont know how much flexibility that much space buys us in the new engine, with sounds/textures/models etc. We will learn more about what we have to work with once the scripting and asset reference is released. And when JW finishes the GMT 2, custom assets will start flooding the forums. Keep an eye on Skuggs work over the next month or two, he is already tinkering and learning about the textures, shaders, height management, models etc. He is likely to have a lot of valuable insight on custom models while we are still in the dark on most of it. Also, pay close attention to JKos, he is already analyzing and breaking down scripting possibilities, so when the reference is released he is likely to have some very handy tools/widgets among the first out of the gate. I haven't started modding at all yet, not enough knowledge or tools yet to do anything meaningful. I've tinkered around and placed some objects, but haven't messed with interactions or mechanics yet, I'm just not as talented or smart as some of these other guys. I'll wait for the useful tools, then learn how to implement/use them, then use what limited resources I've gathered to build a (Workable!) concept, and go from there.

Sorry for the loooong post (I tend to do that), but I thought it might help clear up some questions/fears or misconceptions.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
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