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Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Mon Sep 30, 2013 5:35 pm
by Diarmuid
boyflea wrote:Wow - looks great - have you all really been creating 24 rooms in 6 months!? :) hope to contribute one day - until then I'll keep trying to finish your first ORRR :)
We most certainly are, and if you want to contribute, it's not too late, we still have a room or two open for take! (And don't worry, you're not expected to animate dragons, just a puzzle or two are fine, but make them surprising).

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Mon Sep 30, 2013 8:21 pm
by Billick
Leki wrote:Well, I was a little bit occupy last days, so I didn't worked on my room :roll: - so sorry for that, you will wait for it day or two more. As a small compensation, here is one picture from my room - and yes he is moving, and yes, he is deadly as hell, and yes, he is a part of the puzzle, and yes it's a burning castle on the screen :twisted:
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Whoa!

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 12:23 am
by Leki
Thanks a lot for positive feedback guys :D
I still work on my room, and it will be ready really soon, but a little bit latter I promised. But still it's about few days, not weeks or months.
If you are interested to see more about dragon, click the picture :twisted:


Image


And yes... I will publish the dragon as a monster with some simple tutorial, how it works.

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 12:27 am
by Skuggasveinn
:shock: that is freaking awesome !!!!!!!!

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 2:21 am
by Ryeath_Greystalk
That Dragon rocks. Can't wait to see it in the game.

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 3:39 am
by Diarmuid
Whoa, it's even better with an animation. When are you sending me the file? Can't wait to get roasted/chewed to death. :mrgreen:

And Skuggs, you were room number 20, are you still in for the project? If yes Spiderfighter should put your name back on the list, and technically you would be next after Leki. But of course if you need more time to get back / get some ideas running, the file can go to flatline. :)

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 12:16 pm
by SpiderFighter
Leki wrote:Well, I was a little bit occupy last days, so I didn't worked on my room :roll: - so sorry for that, you will wait for it day or two more. As a small compensation, here is one picture from my room - and yes he is moving, and yes, he is deadly as hell, and yes, he is a part of the puzzle, and yes it's a burning castle on the screen :twisted:
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Image
I was going to ask about framerate, but that video you uploaded looks beautiful. It's such an AMAZING moment (I literally jumped when it appeared - love the growl when you land, btw - if didn't know about it, I would have probably soil myself if it happened while I was actually playing).
Diarmuid wrote:We're really upping the ante for this project. Damn!
You started it with that hub! :D
Diarmuid wrote:Whoa, it's even better with an animation. When are you sending me the file? Can't wait to get roasted/chewed to death. :mrgreen:

And Skuggs, you were room number 20, are you still in for the project? If yes Spiderfighter should put your name back on the list, and technically you would be next after Leki. But of course if you need more time to get back / get some ideas running, the file can go to flatline. :)
Absoultely! I was hoping you'd pop back up, got a bit sad when I saw your name had vanished from the list.

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 1:26 pm
by Leki
SpiderFighter wrote: I was going to ask about framerate...
Well... Using dragon is the same framerate dependences as, let me say, using one skeleton warrior monster. Dragon model is optimised and mesh complexity is allmost the same as an ogre's mesh, including number of the nodes. So, there is no problem to put, for example, 5 dragons in one room without framerate issues - although there is not a reason to do that... Eeeh... right? :twisted:

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 2:08 pm
by boyflea
Diarmuid wrote:
boyflea wrote:Wow - looks great - have you all really been creating 24 rooms in 6 months!? :) hope to contribute one day - until then I'll keep trying to finish your first ORRR :)
We most certainly are, and if you want to contribute, it's not too late, we still have a room or two open for take! (And don't worry, you're not expected to animate dragons, just a puzzle or two are fine, but make them surprising).
Wow! - That'd be great. i'd love to have the room after the Dragon - because I like a challenge ;)
Would like to try anyway, so thanks :) what is it then a 9x9 room, level 3? one entry and exit same wall? let me know what you want from me and I'll have a go.

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Posted: Tue Oct 01, 2013 3:54 pm
by Diarmuid
boyflea wrote:Wow! - That'd be great. i'd love to have the room after the Dragon - because I like a challenge ;)
Would like to try anyway, so thanks :) what is it then a 9x9 room, level 3? one entry and exit same wall? let me know what you want from me and I'll have a go.
Fantastic! Room 17 is yours.

For the room, it has to fit in a MAXIMUM space of 9x9 over 3 floors. This means it can be way smaller if you wish, only one or two floors, it's up to you. Most rooms have one entrance/exit, but one room has a different exit from its entrance, so again, it's whatever suits your room design.

The "goal" of each room is to give the player one "swirl_key" as a reward for completing it. The player needs those to open gates and proceed further in the dungeon, and the keys can also be used to unlock bonus areas/puzzles.

I'll PM you a link where you can download the latest version (before leki's room) - that way you can start designing/building your room and when it's ready we can pass you the file and you can simply merge it inside, provided you named your assets with a prefix of some kind (bflea_temple_alcove_01...). That, or just build a draft in that file and then rebuild it in the main dungeon if you don't want to worry about naming and merging.

There are some techincalities, if there's anything you're not sure of, the tech team (me, Isaac, Xanathar & JohnWordsworth more or less) is here to help. Oviously you don't need any of that if you don't want too, it's all frameworks and utilites developped by the community to make modding easier/more powerful:
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- log framework and grimq are installed, and you can use almost all of their functions. We hacked the dynamic hooks system of the log framework however, for performance reasons, and only dynamic hooks on monsters work. Any hooks on items/objects you must put yourself in the .lua definition. Any hooks for the party have however to be placed in the "hooks" script entity inside the dungeon, on the top floor above the central hub (where all "core" script entities reside).

- grimwidgets is installed too for doing gui stuff.

- exsp is installed in a custom "hacked" version, but you still get access to spell spinners, and functions which can instantly hold, unhold, freeze, make/unmake invulnerable monsters.

- The quickbar is installed.

- There is a unversal timer ticking at very 0.25s. So if you need something running constantly you should tie in it to that timer instead of duplicating timers.

- There's a light tracker which can tell you if light or dark spells are currently active
There are still some performance optimizations on our todo list too.

Yay!