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Re: Dungeon Editor Progress

Posted: Sat May 12, 2012 10:39 pm
by Thels
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.
Thels wrote:It shouldn't be hard to replace the torches by burned out torches.

Unless you want the player to be able to pull them out and receive regular torches again. Hmm...
Patch wrote: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.
Yes, and that should be possible by replacing all the torches by burned out torches the moment the player enters the room.

Of course, if it could be done by disabling the light source directly, that would be nicer.

Re: Dungeon Editor Progress

Posted: Sat May 12, 2012 10:51 pm
by Leto
I think when custom dungeons come out, those dungeons should define the appropriate character levels they were designed for, like "Great new Dungeon #1 / recommended character levels: 8 - 10" or the like. In those cases, it should be possible to start playing with that specified character level and to spend all those instantly gained skill points to create the appropriate party.

Re: Dungeon Editor Progress

Posted: Sat May 12, 2012 10:57 pm
by Ixnatifual
You can probably make a script that immediately grants the appropriate amount of XP to reach the correct level.

Re: Dungeon Editor Progress

Posted: Sat May 12, 2012 11:12 pm
by Leto
Ixnatifual wrote:You can probably make a script that immediately grants the appropriate amount of XP to reach the correct level.
Ah yes, that's what I meant :)

Re: Dungeon Editor Progress

Posted: Sun May 13, 2012 3:00 am
by Okari
Leto wrote:
Okari wrote:First one is if there will be a way to turn off monster AI through scripting.
Why do you want to deactivate the AI? To replace it with scripted sequences? That would be nice :)

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...)
There are a couple of reasons. first being that it would be nice to have some of the monsters to remain inert until a given trigger; example could be a bunch of the lantern carriers in a church standing around an alter until you steal an item off of it, or a golem is a statue until something wakes him up.

Second reason is the final boss strikes me as perfect for a mindless pathing AI so that you can have hallways with him going back and force for you to avoid, or possibly turn him on enemies.. lotta ideas there.

And third would be for some monsters to have scripted patrol paths; monsters far too powerful that you have to avoid rather than fight head on.

Re: Dungeon Editor Progress

Posted: Sun May 13, 2012 3:02 am
by Okari
Thels wrote:
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.
Thels wrote:It shouldn't be hard to replace the torches by burned out torches.

Unless you want the player to be able to pull them out and receive regular torches again. Hmm...
Patch wrote: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.
Yes, and that should be possible by replacing all the torches by burned out torches the moment the player enters the room.

Of course, if it could be done by disabling the light source directly, that would be nicer.

I would agree with that last part.. even if the 'wind' blows all the torchs in the room out it would be nice if the players could relight them, or pick them up and be able to use them later.

Re: Dungeon Editor Progress

Posted: Sun May 13, 2012 3:34 am
by Wholley
While making all the torches go out is neat you have some other things to consider....

1. What if a character is carrying a torch?
2. What if a light spell is active?
3. What if some other object casts light?

trying to deactivate all of this is problematic unless the darkness spell could cancel the light effects I see it being difficult to extinguish all sources of possible light.

What I might like to see is the capability of removing items from character inventory, such as a invisible sneak thief might do.

Re: Dungeon Editor Progress

Posted: Sun May 13, 2012 8:13 am
by billyh
One request. If you guys are posting significant news in regards to the updates, can you put it in the first post?
It is pretty hard to follow the Devs posts in here.

Re: Dungeon Editor Progress

Posted: Sun May 13, 2012 10:36 am
by Leto
billyh wrote:One request. If you guys are posting significant news in regards to the updates, can you put it in the first post?
It is pretty hard to follow the Devs posts in here.
Petri, one of the developers, started this thread. But I think "significant news" are posted in the Grimrock blog, anyway (Grimblog ;) ).

Re: Dungeon Editor Progress

Posted: Sun May 13, 2012 10:44 am
by Leto
I must admit, I really like to follow theses discussions, about AI scripting, the topic on the torches, the possibilities of the coming Dungeon Editor etc. This reminds me of the "good old days", where I spend hours on making levels for Doom, or even Duke 3D. The "easy" days, where you could accomplish good things with a small team. With this nice community here and the editor, it brings back memories and the spirit of the old modding communities :) Well, maybe a bit too sentimental now... ;)