Re: Brainstorming from the Community [unofficial]
Posted: Fri Sep 20, 2013 6:05 am
This one is Waaay out there, but contemplate if it existed...
LoG2 will (we all assume as a given) will ship with an integrated dungeon editor (or one will soon follow in a subsequent patch); So what ~might~ be really cool [million style points IMO], would be if the Grimrock 2 editor shipped with a 'best effort' one-click LoG1 conversion prep feature... Not necessarily something that will outright convert any LoG1 map to LoG2 format, but functionality that will give an old project a once through (or twice through), and convert the straightforward parts to LoG2 (things like core map layout, and placement of like objects), and perhaps 'auto comment' (out?) any scripts with unclear or problematic functions; This could be blanket assumption or actually have a little bit of heuristic behavior involved (but I'm assuming not).
The end result being a stripped framework of an LoG1 mod blocked out in LoG2 format with commented ToDo notes in any script that warrants it. This could cause a rewrite of something trivial, or be more along the lines of this...
--~={ToDo:}=================================================================
--~ This function uses depreciated calls to a feature that is no longer present or needed.
--~ Please see the updated scripting documentation for information about the new function usage.
--~ bogusURL.grimrock.net/forum/posting.php?mode=reply&f=18&t=5159
--~function setChamp(champion, state)
--~ party:getChampion(champion):setEnable(state)
--~end
--~========================================================================
*** The reason I want this and think that others might also, is that LoG1 forced many compromises and jumping through hoops to realize one's ideas ~and was great! But I think that anyone that was of a mind to create an involved project will probably want to convert it to LoG2 format; not the least reason of which is to take advantage of the new features ~which in some cases might allow things they could not manage originally ~but could if they do the conversion. So yeah, I'd love it if the LoG2 had rudimentary support for importing LoG1 editor projects ~~even if they finish importing in a broken state... getting even 40% of a project imported at the start would be fantastic IMO.
I know that the only really compelling reason to include this, would be if it could convert it perfectly and allow end users to use LoG1 mods in Log2 ~and that won't be happening, but for myself, even the least help with mod conversion for mod authors would be a great boon and a well appreciated time saver for all that plan to port their mods over to LoG2.
_____________________________
New Post:
I had an interesting Idea (I thought): Imagine if the LoG2 editor allowed you to 'tint' cells on the map to a chosen color; this would not show up in the game, but have it that the
monster AI can be restricted to traversing only permitted color tiles. One example of application for this is to have one monster that cannot leave a room ~for whatever reason, while allowing any other monsters free access to the map, including that room. They could leave by the door, but the restricted one could not. In practice, the restricted monster could appear to be too big for the door, but smaller monsters in the room would pass through the door easily. AFAIK tho only way currently to attempt this is with blockers ~and they block the path for all monsters. The color could be the condition, and there could be many many user defined zones this way.
**Another application for this would be to aid the the AI in custom terrain.
*** How about this... what if the AI could traverse more than one color, but the colors were prioritized? (For example... The AI tends to stick to the path, but could cross the damage-tile if need be.)
LoG2 will (we all assume as a given) will ship with an integrated dungeon editor (or one will soon follow in a subsequent patch); So what ~might~ be really cool [million style points IMO], would be if the Grimrock 2 editor shipped with a 'best effort' one-click LoG1 conversion prep feature... Not necessarily something that will outright convert any LoG1 map to LoG2 format, but functionality that will give an old project a once through (or twice through), and convert the straightforward parts to LoG2 (things like core map layout, and placement of like objects), and perhaps 'auto comment' (out?) any scripts with unclear or problematic functions; This could be blanket assumption or actually have a little bit of heuristic behavior involved (but I'm assuming not).
The end result being a stripped framework of an LoG1 mod blocked out in LoG2 format with commented ToDo notes in any script that warrants it. This could cause a rewrite of something trivial, or be more along the lines of this...
--~={ToDo:}=================================================================
--~ This function uses depreciated calls to a feature that is no longer present or needed.
--~ Please see the updated scripting documentation for information about the new function usage.
--~ bogusURL.grimrock.net/forum/posting.php?mode=reply&f=18&t=5159
--~function setChamp(champion, state)
--~ party:getChampion(champion):setEnable(state)
--~end
--~========================================================================
*** The reason I want this and think that others might also, is that LoG1 forced many compromises and jumping through hoops to realize one's ideas ~and was great! But I think that anyone that was of a mind to create an involved project will probably want to convert it to LoG2 format; not the least reason of which is to take advantage of the new features ~which in some cases might allow things they could not manage originally ~but could if they do the conversion. So yeah, I'd love it if the LoG2 had rudimentary support for importing LoG1 editor projects ~~even if they finish importing in a broken state... getting even 40% of a project imported at the start would be fantastic IMO.
I know that the only really compelling reason to include this, would be if it could convert it perfectly and allow end users to use LoG1 mods in Log2 ~and that won't be happening, but for myself, even the least help with mod conversion for mod authors would be a great boon and a well appreciated time saver for all that plan to port their mods over to LoG2.
_____________________________
New Post:
I had an interesting Idea (I thought): Imagine if the LoG2 editor allowed you to 'tint' cells on the map to a chosen color; this would not show up in the game, but have it that the
monster AI can be restricted to traversing only permitted color tiles. One example of application for this is to have one monster that cannot leave a room ~for whatever reason, while allowing any other monsters free access to the map, including that room. They could leave by the door, but the restricted one could not. In practice, the restricted monster could appear to be too big for the door, but smaller monsters in the room would pass through the door easily. AFAIK tho only way currently to attempt this is with blockers ~and they block the path for all monsters. The color could be the condition, and there could be many many user defined zones this way.
**Another application for this would be to aid the the AI in custom terrain.
*** How about this... what if the AI could traverse more than one color, but the colors were prioritized? (For example... The AI tends to stick to the path, but could cross the damage-tile if need be.)