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Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 11:16 am
by Komag
I cannot take this on, though in my heart I fully support it! Marble Mouth, you are very welcome to do it if you feel inclined. Your few posts have been very helpful and high quality, proving your position around here is firm, so I think no one would have a problem with you taking the lead if you wanted to. I'm personally comfortable with most folks here doing it, and the few that I would not think make a good fit for the role most likely wouldn't want to anyway.

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 11:55 am
by Skuggasveinn
Neikun wrote: We know that the mod has to be under 100mb to get on Steam.
Our main limitation is File Size, and the two biggest contributors to file size are
  • Custom Assets
  • Number of designers.
To be more specific, textures and sounds is what blows every dungeon up in size.
The dat of the first round ended in 71mb, just the textures from the northern tileset are 34mb and the costum sounds we used are 11mb.

Making custom assets that use the original textures has minimum impact on file size.
My recommendation is to use one of the LoG tilesets (dungeon or temple) and if people need to create assets for there room, try to use the original textures where possible.

regarding layout, I would recommend some kind of tower (traveling up or down (like you can travel any other way in log :) )), the party can freely roam around a central shaft and there are maybe 4 rooms per floor, so the designers have all the space they need, when traveling up or down, you will in fact go 2 floors up or down. so in between every floor there is a space that counts towards designers pits. that way the designer has his space and can place all the traps and pits he wants without having to worry what is beneath his room. Designers can choose if he takes the party back to his room (just for drinks of course) from the pit area or back to a central shaft.

we can expend on the "hub" concept from round 1, placing keys or items in the rooms designers make, so every 3rd floor or so you need to open a door to progress, having some of the items will allow you to pass, having all of the items will allow you to pass a different route that is more rewarding.

A design like this will only leave the middle part of the editor off limits (the central shaft) but the designers can do what they want with there corner

what do you think ?

Skuggasveinn.

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 12:58 pm
by Asteroth
Best of luck to you all. I really need to invade these threads less. Since I'm not going to be joining this round either.

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 2:09 pm
by Neikun
Aww why not, Astie?

I think Skuggasvein's idea has a lot of merit.
When you mentioned keys I thought of another neat idea.

Through the course of a designer's level. (Somehow you are able to pick one room freely)[Possibly by having all the first doors opened, but upon walking into a room a pressure plate triggers all the other doors to close. Only to be reopened with a key.]
Anyway, Through the course of a designer's level you will receive a minimum 1 Designer's key which will allow you to enter another room when you finish this one. But in secret areas, we could include a bonus key or keys.
At the end of it, there will be left over designer keys, the player should be able to "cash" these in for some sort of reward before the finale room.

I'd take charge of it if I wasn't already overseeing LotNR

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 3:54 pm
by Diarmuid
I cannot take lead for that either, too busy already with LotNR and other projects. But I'll be glad to participate and help setting this up. I like Skuggasveinn's tower idea. I also think that designers should have size limits, a quarter level is already quite a lot. I'd vote more for 5 or 6 rooms per level. It stimulates creativity and creates design challenges.

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 3:54 pm
by Asteroth
Aww why not, Astie?

Oh well, might as well break my "invading this less" promise already. :lol:

It's because these are based around a single rooms worth of creative puzzles or fights. i.e. just a few but very good.(though some people did mini-games etc. But I can barely script a torch to open a door.)
I can't do that. My puzzles recieved exclusively negative feedback and I gave up trying to make quality fights. The only thing consistantly poular in my dungeon was shadow skeletons. I enjoy writing story above most all else, but this would at best have very little of that.
I enjoy modding. And will keep making dungeons, just trying to let people know what they are getting into, but if I made a room all it would invovle is some skeletons shooting at you. And maybe pulling levers in a certain (very uncreative) order.
If I had free reign, they would be very creepy skeletons is the best I can say. :D

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 4:00 pm
by SpiderFighter
There's some great ideas going on in here!

I understand completely if you guys want someone else to spearhead this, but I'd like to point out that I'm not dead. :) I learned a lot the last time around, and things were moving along fairly nicely until the end (and, of course, that was completely my fault, and I have learned how to not let things get out of control like that again). Anyway, like I said, I completely understand if that's the case. If you do want someone else, I'd still like to contribute a room, if that's ok.

If you guys decide I can continue to do this, then I think the Dropbox idea worked best (over email); what do you think? Should we still keep it to around 72 hours tunraround time?

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 4:01 pm
by SpiderFighter
Diarmuid wrote: I'd vote more for 5 or 6 rooms per level. It stimulates creativity and creates design challenges.
It's called the "One Room" round robin though. ;)

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 4:12 pm
by Numberouane
@Spider

I think that all the people following /involved/ playing/ designing would just be soooooo happy that you take the leadership.
Its kind of "natural" given all story of room I and the sympathy and all the friendlship that is in the community (modders family? ;) ). It is my mostly humble opinion but wont be surprised if shared by all...

So please do it and lets all have fun discussions , headaches & laughs.

Take care u all guys!

:)

Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!

Posted: Fri Feb 22, 2013 4:37 pm
by Komag
Oh certainly SpiderFighter! I thought I remembered you declining at some point, but I must have mixed that up with someone else, oops! Go for it! :)