Re: Mod Team Theta - Official Thread
Posted: Sun Apr 22, 2012 5:59 pm
To coincide with a PM sent to Patch, I would like to offer my services to Theta. Mapper, musician, sound engineer, hacker and programmer for hire.
Official Legend of Grimrock Forums
http://grimrock.net/forum/
I'd like to extend a warm welcome to Darkhaven3! He's got some great ideas that are sure to keep you on your toes once this train gets rollin'.darkhaven3 wrote:To coincide with a PM sent to Patch, I would like to offer my services to Theta. Mapper, musician, sound engineer, hacker and programmer for hire.
We are planing to do a complete new scenario wth its own story, dungeons and levels.gambit37 wrote:How will this work? Are you planning a full mod/dungeon/scenario with all the ideas in it, or will you create lots of little mods that people can mix-and-match as they choose?
For the most part, this will be decided as we learn the limitations we'll have as the tools are released.gambit37 wrote:How will this work? Are you planning a full mod/dungeon/scenario with all the ideas in it, or will you create lots of little mods that people can mix-and-match as they choose?
This. The idea is that we want to be able to release quality mods as we learn the game's engine and scripting. In our experiences, most mod teams fail because they over reach, and we're trying to avoid that. That's not to say that we won't be doing a full scale total conversion. In fact, we're tossing some great story ideas around the virtual room and, as Dragonkin said, a TC is in our plans...but it won't be the first thing we release.Patch wrote:For the most part, this will be decided as we learn the limitations we'll have as the tools are released.gambit37 wrote:How will this work? Are you planning a full mod/dungeon/scenario with all the ideas in it, or will you create lots of little mods that people can mix-and-match as they choose?
We are planning on working in stages. For example, a weapon pack, a class pack, a monster pack, an environment pack. We'll also be doing custom campaigns that take advantage of these packs, which we may release in 'episodes' so as to not bog down production.
Whether all of these ideas ever come to fruition, or the others we have tucked away, we'll see. At this point it's still brainstorming until we actually have tools to work with.
Absolutely. We'll be working in stages. So we'll release a weapon pack lets say, and (as long as the modding tools work as such) people will be able to add them into their game as they would any other mod, and use them to make their own modifications. We'll eventually take our individually released packs, and make a 'full' campaign that incorporates them all together.Bek wrote:About the weapon pack:
I was considering making a few weapons myself (I already have a few models on my hdd I could probably use), but would your team consider releasing a weaponpack as a.. not sure how to put it, but as a standalone pack for modders? That way custom dungeon designers could (theoretically) make a dungeon, include weapons from the weapon pack, and assuming it can work this way, have their mod + the weapon pack as a prerequisite for their dungeon? Is that what you were thinking all along? Personally I wouldn't mind releasing a bunch of models I've made for use by all modders, but it'd have to be quite a diverse pack supported and well known for it to be of any real use.
Thoughts Patch + other modders who would consider using such a pack?
edit: Do we know what types of normal maps LoG supports? tangent and/or object space? I haven't looked at extracted files (or even finished the game..) myself yet.