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Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 3:45 pm
by Dynosaulo
Darklord wrote:If you can use Google you can do almost anything!
Proof of this is the fact that, whenever that friend of yours (or that uncle or parent or whatever) asks you how to do something in a program you are not familiar with, you do a search on google, solve their problem and end up looking like a computer wizard.
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 3:51 pm
by Darklord
That's right, many people are afraid of Google/the Internet or just don't realise it's possibilities.
Daniel.
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 4:11 pm
by Billick
I can't wait to see what the community comes up with for new dungeons. I've been meaning to learn Lua for a while, so maybe I'll take a crack at it myself. To the devs: thanks for working to add this feature to an already great game.
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 4:23 pm
by kitty
Crashbanito wrote:Is that Sublime Text I see?
Maybe. Do u know better editor?
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 5:25 pm
by Razgadz
petri wrote:
Work in progress:
- Script editor (75% done)
pretty fast ... yesterday at 50 % now at 75 % - just hope that the last 2 % won't be a month then
and nooo i am not watching this thread all day just to see the progress *cough*
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 5:52 pm
by Darklord
I think Petri does everything fast!
Well maybe not
everything...
Daniel.
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 10:13 pm
by Sol_HSA
Beware of the second 90%.. =)
It's a common thing in programming to find that the last 10% ends up taking more time than the first 90%.
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 10:25 pm
by Billick
Sol_HSA wrote:Beware of the second 90%.. =)
It's a common thing in programming to find that the last 10% ends up taking more time than the first 90%.
So true.
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 10:54 pm
by SP-0n3
I personally can't wait for the level editor to come out. I've already planned out half of my short campaign for LoG. I have experience of 4-5 years on Source's Hammer Editor, so level design isn't really anything new to me. This short project for LoG is going to be mainly to test things out, see how the whole thing works out (if it works out) for me. I wish though there would be graphical editor. No need for 3d-space thing like Hammer, UDK, Sandbox Editor. Just "simple" from-above view is enough, where you could basically "carve" out the level and work on the details from there on a grid with some placeholder art, enough to distinguish objects from each other.
Anyway, back to waiting and working on other stuff then.
Re: Dungeon Editor Progress
Posted: Tue Apr 24, 2012 11:24 pm
by Gudadantza
I am not guessing the LoG editor to have the complexities of source or the classic worldcraft, unreal editor... etc... I see the mapping part of the editor more as a 2d editor, carving with cubes or squares...
Other question is the lightning and of course the script system.
but it will depend of an important question...
Is LoG a Classic 3D game tweaked to fit the squared universe? or is it designed from scratch as a step by step travel system ?
I mean, Could be LoG a classic Doom respecting to the nature of the engine?
Truth is out there...
Greetings.