Refactoring The Object System

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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Re: Refactoring The Object System

Post by Diarmuid »

petri wrote:
Diarmuid wrote:These are great and promising changes indeed. I wonder however, from your developper's point of view, isn't this exposing too much your game code in the definitions?
I'm not sure if I follow you... why is it a bad thing?
Well I was thinking intellectualy property, that kind of thing... but maybe that's not relevant, it was just a thought that passed through my mind.
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JohnWordsworth
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Re: Refactoring The Object System

Post by JohnWordsworth »

Sounds very exciting Petri! Having worked with a component based object architecture with Unity3D, it's exciting to think how flexible this will make the engine for modders. I expect it'll also be good for bug fixing - if there is a problem with a given mechanic it would just mean fixing the one component instead of every class that uses that feature.

Thanks for sharing this information about LoG2. I don't know of any game developer that shares such deep information about the architecture of their engine so long before release just to keep the modders interested. It's awesome.
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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Skuggasveinn
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Re: Refactoring The Object System

Post by Skuggasveinn »

Loving this, it opens up a lot of possibilities ;)

ps. after reading this I'm hell bent on creating a bridge over a chasm :D

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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Komag
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Re: Refactoring The Object System

Post by Komag »

Skuggasveinn wrote:I'm hell bent on creating a bridge over a chasm :D
I might have a tiny surprise for players pretty soon 8-) :twisted:
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LordYig
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Re: Refactoring The Object System

Post by LordYig »

What ? A modular system allowing to compose any kind of object the way we need it !
This is so greatI'm going to cry !
I can't wait to put my dirty hands on this !

Please, consider adding a scriptable shader system for texture animation (the quake 3 engine comes to my mind here since I have no experience of more recent FPS engines), the possibility to mod races, classes, traits, skills and the ability to change any strings from the game to let the community do localization for the game if needed.
Those are the hard-coded elements in LoG that I can think off but maybe there are more...
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germanny
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Re: Refactoring The Object System

Post by germanny »

This is the right system for us^^
Bridge? Cool, i have done a model for that already, first i want to make a ropebridge, but it will look weird because of floor at 0.
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Wanderer
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Re: Refactoring The Object System

Post by Wanderer »

Oooh my, now I am 100% sure, it was a right decion of me to stop working on AP2 and wait for the new Editor to continue. :mrgreen:
The new object-system sounds really great .

lg Wanderer
My first LoG-Mod: Abandoned Places 2
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Radar6590
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Re: Refactoring The Object System

Post by Radar6590 »

JohnWordsworth wrote: Thanks for sharing this information about LoG2. I don't know of any game developer that shares such deep information about the architecture of their engine so long before release just to keep the modders interested. It's awesome.
This.

Also, I generally agree with everyone here. This all sounds very exciting and looks like we'll have even more freedom to customize objects as we please. Obviously excellent news!
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akroma222
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Re: Refactoring The Object System

Post by akroma222 »

This is just Golden :D Such good news hehehe
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