Dungeon Editor Progress
Re: Dungeon Editor Progress
I thoroughly hope we'll be able to create and modify new items, too...at least from a name/properties perspective, even if we can't import models. So that there's not always a "The Dismantler" in every mod.
Re: Dungeon Editor Progress
That's the intention. You would have to create your new monsters/textures and such using other software of course. (or download ones made by others)
I can see many fans working together to make very interesting new dungeons.
Daniel.
I can see many fans working together to make very interesting new dungeons.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
- Monster groups
fuck yeh. Not used enough in LoG.
fuck yeh. Not used enough in LoG.
Re: Dungeon Editor Progress
I don't want to disappoint you but there is no such things in todo listDarklord wrote:That's the intention. You would have to create your new monsters/textures and such using other software of course. (or download ones made by others)
I can see many fans working together to make very interesting new dungeons.
Daniel.
Huder's Assets newest: Wooden Shield
Re: Dungeon Editor Progress
I'm going of these quotes,
Daniel.
petri wrote: As for Lua code, a mod could contain code that adds new items, dungeons, monsters (through a Lua file that is executed when a mod dungeon is selected from the New Game menu)
If you scour Petri's posts you'll probably find other stuff to.petri wrote: Why not first create mods that add new dungeons, monsters, items and puzzles and then worry about advanced/hacky stuff later?
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
I think this would represent far more time spent developing than Petri using available GUI packages for the basic look and feel of the editor.Leto wrote:
- I don't know how large a dungeon script can become, but I think for some advanced / more complex dungeons the scripting window may lack some features like function-overview, syntax highlight etc. - again, I may be wrong, there is only one screenshot yet
Anyway, this isn't necessary. Do your scripting in CONTEXT or Notepad++, some program that already has the syntax highlighters, and then paste your script into the editor. At least, that's how I always script for games. Sure, built in highlighters would be nice, but I'm assuming you're trying to minimize time used based on your GUI comment...
Re: Dungeon Editor Progress
Looking at the screenshot I've got a bunch of questions, but most of them can wait. Just have two i'm curious about right now. First one is if there will be a way to turn off monster AI through scripting. and second is if there will be a way to connect torch lighting to scripting; it could be nice for dramatic effect to have all the torchs go out when a player is walking down a hall.
Re: Dungeon Editor Progress
I'm curious about this as well.Okari wrote:Looking at the screenshot I've got a bunch of questions, but most of them can wait. Just have two i'm curious about right now. First one is if there will be a way to turn off monster AI through scripting.
It shouldn't be hard to replace the torches by burned out torches.Okari wrote:and second is if there will be a way to connect torch lighting to scripting; it could be nice for dramatic effect to have all the torchs go out when a player is walking down a hall.
Unless you want the player to be able to pull them out and receive regular torches again. Hmm...
Re: Dungeon Editor Progress
I think the thinking is more along the lines of 'player enters room, all light sources extinguish', or something along those lines. Which is a great idea.Thels wrote:It shouldn't be hard to replace the torches by burned out torches.Okari wrote:and second is if there will be a way to connect torch lighting to scripting; it could be nice for dramatic effect to have all the torchs go out when a player is walking down a hall.
Unless you want the player to be able to pull them out and receive regular torches again. Hmm...
Re: Dungeon Editor Progress
Why do you want to deactivate the AI? To replace it with scripted sequences? That would be niceOkari wrote:First one is if there will be a way to turn off monster AI through scripting.
What I'm curios about is if the monster AI is Lua-scripted (and thus can be changed) or hard-coded, any ideas? (At least I think there were some scripted path that some enemies followed in the game...)