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:
- 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!