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Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 9:34 pm
by Patch
Hey petri, will we be allowed to edit preexisting, and add in game mechanics that aren't currently present in the game, and distribute these changes? I don't expect that this ability will be built directly into the modding tools, but I'm curious if we'll even be allowed to make fundamental changes. Such as adding classes, skills, traits, editing preexisting classes, the alchemy system, spell system, etc?
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 10:11 pm
by petri
Crashbanito wrote:I think he's asking whether or not all factors, as far as objects go, can be modified or will they be hard-coded and unchangeable.
There are and will always be plenty of "hardcoded" things in any game (not just LoG) that can't be modified by scripting/modding. Using a full-fledged programming language such as Lua for scripting does not mean that you can do anything.
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 10:15 pm
by petri
Patch wrote:Hey petri, will we be allowed to edit preexisting, and add in game mechanics that aren't currently present in the game, and distribute these changes? I don't expect that this ability will be built directly into the modding tools, but I'm curious if we'll even be allowed to make fundamental changes. Such as adding classes, skills, traits, editing preexisting classes, the alchemy system, spell system, etc?
That's a complicated question and depends on how those kind of features would be implemented. Our modding terms state that you are not allowed to distribute extracted/decompiled game code or assets, in original or modified form.
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 10:35 pm
by Lmaoboat
I think for a long term plan, for like a sequel, you should concentrate on going back on expanding your engine's capabilities with things like multi z-level floors and 3d Skyboxes.
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 11:04 pm
by PSY
Lmaoboat wrote:I think for a long term plan, for like a sequel, you should concentrate on going back on expanding your engine's capabilities with things like multi z-level floors and 3d Skyboxes.
I don't quite see the necessity for 3D skyboxes in an indoor dungeon crawler game ^^
Besides, a 3D skybox is a pretty simple thing. 6 faces (you wouldn't even need a bottom face) with seamless textures, glue them together, tweak normals, that's pretty much all about it. Petri could do that in 5 mins ^^
PSY
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 11:09 pm
by Patch
PSY wrote:Lmaoboat wrote:I think for a long term plan, for like a sequel, you should concentrate on going back on expanding your engine's capabilities with things like multi z-level floors and 3d Skyboxes.
I don't quite see the necessity for 3D skyboxes in an indoor dungeon crawler game ^^
Besides, a 3D skybox is a pretty simple thing. 6 faces (you wouldn't even need a bottom face) with seamless textures, glue them together, tweak normals, that's pretty much all about it. Petri could do that in 5 mins ^^
PSY
Some of us are wanting to do outdoor settings.
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 11:12 pm
by darkling
Dungeon Master II and Eye of the Beholder II (and ugh III) had outdoors regions! Lands of Lore was outdoors as much as it was indoors.. It even had a city. The dungeon crawler genre was expanding outwards at the end of its life, with varying rates of success!
Anyhow, very much looking forward to the dungeon editor.
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 11:15 pm
by Curunir
darkling wrote:Dungeon Master II and Eye of the Beholder II (and ugh III) had outdoors regions! Lands of Lore was outdoors as much as it was indoors.. It even had a city. The realtime dungeon crawler genre was expanding outwards at the end of its life, with varying rates of success!
Those were also made 20 years ago when "outdoors" meant "indoors, but with different textures".
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 11:40 pm
by PSY
Patch wrote:Some of us are wanting to do outdoor settings.
darkling wrote:Dungeon Master II and Eye of the Beholder II (and ugh III) had outdoors regions! Lands of Lore was outdoors as much as it was indoors.. It even had a city. The dungeon crawler genre was expanding outwards at the end of its life, with varying rates of success!
Anyhow, very much looking forward to the dungeon editor.
![Smile :)](./images/smilies/icon_e_smile.gif)
Right. I have no objections to outdoor settings. I was just wondering how the topic went from 'random dungeons' to 'modifying the engine so it will be able to render outdoor scenarios'.
I personally believe that the most important thing at the moment is a working dungeon editor, so ppl can create their own dungeons with mind-boggling puzzles and ass-kicking monsters.
As soon as that is done, we can discuss about long-term modifications of the engine or other future plans
@DEVS: Any chance you are going to implement the possibility of modifying monster parameters such as speed, attack speed, kind of attack etc?
Would be awesome to run into a snail tossing lightning strikes at you
PSY
Re: Dungeon Editor Progress
Posted: Sat Apr 28, 2012 11:45 pm
by Curunir
PSY wrote:
Would be awesome to run into a snail tossing lightning strikes at you
We've already done this before, thankyouverymuch!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)