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Re: EDITING CHALLENGE II: Warden's Woe (Scaled back)

Posted: Sun Oct 28, 2012 10:25 pm
by BeNNyBiLL
Warden Workshop. Fixed version. https://dl.dropbox.com/u/12843270/Warden%20Workshop.dat

ENJOY.
-BeNNyBiLL

Re: EDITING CHALLENGE II: Warden's Woe (Scaled back)

Posted: Mon Oct 29, 2012 1:26 am
by Lilltiger
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!

Re: EDITING CHALLENGE II: Warden's Woe (Scaled back)

Posted: Mon Oct 29, 2012 2:34 am
by HaunterV
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.

Re: EDITING CHALLENGE II: Warden's Woe (Updated)

Posted: Thu Nov 01, 2012 12:28 am
by BeNNyBiLL
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!

Re: EDITING CHALLENGE II: Warden's Woe (Updated)

Posted: Thu Nov 01, 2012 12:32 am
by HaunterV
I believe Ed has stepped up.

Re: EDITING CHALLENGE II: Warden's Woe (Updated)

Posted: Thu Nov 01, 2012 1:02 am
by Edsploration
I'm finally posting my dungeon on the last day! It's fairly short but it has quite a bit of custom scripting!

Image

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.

Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!

Posted: Fri Nov 02, 2012 4:37 pm
by HaunterV
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).

Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!

Posted: Sat Nov 03, 2012 12:50 am
by Neikun
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:

Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!

Posted: Wed Nov 07, 2012 11:01 am
by Edsploration
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.

Re: EDITING CHALLENGE II: Updated 31/10/12 Voting begins!

Posted: Wed Nov 07, 2012 11:05 am
by Phitt
Edsploration wrote:[...]
I already posted in the comments section on Nexus - you forgot to upload the actual mod there.