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Re: [ORRR3] Let's Pick a Theme!

Posted: Fri Mar 06, 2015 9:57 pm
by JohnWordsworth
Well, the votes are in and the consensus is pretty clear. I intend to get started on some further details, such as some character classes and a basic map outline (sans fine detail) this weekend. This will all build up to posting a map online and a sign-up page. :)

Re: HD/SD assets. I will give this some thought. You propose a very neat system minmay, but I have 2 concerns. (1) I'm worried about storing information in the global objects. It's possible this behaviour may change post-release and then we have a broken mod out there. (2) I really do want to keep this as simple as possible for people who have never modded before - meaning they can poke around the folders and not get confused.

However, I do think it would be cool to have an HD version if it doesn't hamper in any way the people who don't want to use it. As such, I'm also considering a system where we simply have the following...

ORRR3 Folder
|-- Docs
|-- Dungeon
|--|-- mod_assets
|-- hd_assets
|-- make_hd_dungeon.py

For the regular designer, you can just ignore the hd_assets folder and crack on with your mod in the dungeon folder. Advanced developers though can put assets in the hd_assets folder. Then, running the Python script will just copy the Dungeon folder to "HD Dungeon" and then copy in the assets from the hd_assets folder over the mod_assets folder (ie. any files in hd_assets will overwrite the mod_asset version, but if there is no other file - then nothing happens).

Re: [ORRR3] Let's Pick a Theme!

Posted: Fri Mar 06, 2015 10:23 pm
by minmay
JohnWordsworth wrote:(1) I'm worried about storing information in the global objects. It's possible this behaviour may change post-release and then we have a broken mod out there.
Yeah, it's simple enough to just have the script handle this instead. On the other hand, the global table approach is a bit simpler for modders to use, and it's utterly trivial to write a script that automatically replaces the global table behaviour with the original behaviour I described, so it wouldn't really be dangerous to use it during development.
JohnWordsworth wrote:(2) I really do want to keep this as simple as possible for people who have never modded before - meaning they can poke around the folders and not get confused.
JohnWordsworth wrote:However, I do think it would be cool to have an HD version if it doesn't hamper in any way the people who don't want to use it. As such, I'm also considering a system where we simply have the following...

ORRR3 Folder
|-- Docs
|-- Dungeon
|--|-- mod_assets
|-- hd_assets
|-- make_hd_dungeon.py

For the regular designer, you can just ignore the hd_assets folder and crack on with your mod in the dungeon folder. Advanced developers though can put assets in the hd_assets folder. Then, running the Python script will just copy the Dungeon folder to "HD Dungeon" and then copy in the assets from the hd_assets folder over the mod_assets folder (ie. any files in hd_assets will overwrite the mod_asset version, but if there is no other file - then nothing happens).
I guess I didn't explain my design well enough. In the system I proposed, regular designers can just ignore the HD behaviour and crack on with their mod in the dungeon folder: the script does absolutely nothing to your files unless they have .HD versions. It's exactly the same as the one you propose here except the HD assets are stored in a slightly different way: different filename instead of different directory. I find the former slightly more convenient but I wouldn't really mind doing the latter, so I'll let other people decide on that.

Re: [ORRR3] Let's Pick a Theme!

Posted: Sat Mar 07, 2015 9:25 pm
by Lmaoboat
Incidentally I was already working on cliffside sort of area with eerie mists.

Re: [ORRR3] Let's Pick a Theme!

Posted: Wed May 06, 2015 11:03 pm
by JohnWordsworth
Just incase you mostly populate this forum and not the modding one...

Sign-up is now open. If you are a modder, or even if you have just thought about modding but didn't know where to start - then come along and grab a room! ORRR3 Signup Thread

Re: [ORRR3] Let's Pick a Theme!

Posted: Thu May 07, 2015 12:19 pm
by marten_1992
abandoned town and land of mists
definitely, that sounds great !