EDITOR Feature Requests (not bugs!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
lowzei
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Re: EDITOR Feature Requests (not bugs!)

Post by lowzei »

Being able to tag if a torch in torch holder can be taken with you or not.

General setpos command.

Teleporters get activated by falling into them (without touching the ground).
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zeltak
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Re: EDITOR Feature Requests (not bugs!)

Post by zeltak »

Maybe some way to see what entities and their ID's are already in the dungeon and maybe link from the list to actual entity on the map so you can see where it is.

Other suggestion which might not be an editor feature request, than main game request: some way to save the party so that you don't have create it again and a again when testing the dungeon or for just playing other dungeons. I for example almost always make an identical party every time.
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takis76
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Re: EDITOR Feature Requests (not bugs!)

Post by takis76 »

by Neikun » 25 Sep 2012, 12:27

takis76 wrote:Request:

Collision detection between assets , particles and logic. What this means.

If I cast a spell on the door something will happen (The door will open or toggle or activate one other object or connector.

If some blob or particle or ice spell or any kind of movable spell hits something then something else will get triggered. For example deamon heads fire spells or blobs , when these spells collide with other spells or with assets or objects like statues or walls then something will happen , some door will open or same trap will activated or some timer etc..

Or if some item hit something , rocks hit a door or walls or weapons hit statues then something will happen monsters will summoned traps will be activated etc...

Nice Idea?
:mrgreen:


Use invisible receptors?
Request receptors to be able to recept more types of things?
Receptors aren't able to move. For example to have one fireball trap activated and then attack the fireball with iceball or other spell and these 2 spells collide each other and trigger some connector or script.
Or Receptors able to put everywhere or even be movable and compatible with all assets.
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takis76
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Re: EDITOR Feature Requests (not bugs!)

Post by takis76 »

Do you remember Lands of Lore 1 and somewhere in Eye of the Beholder 2 , before the cursed level.
There were destructible walls, you need some pick or hammer or a special weapons to destroy or crack some wall.

And lock picking tools. The keyholes will have one option to check it (Check box gadget) to select if the current keyhole is pickable(Hack) or not.
And if you have thief in the party you will able to use lock picking tools.
And this lock will have level , if your thief is not enough skilled in lock picking , the lock picking tool will be destroyed or the thief will not able to unlock the keyhole.

Keyholes with lock picking puzzle:
Lock picking puzzle for keyholes. (This is an idea from my Eye of the Beholder IV. You will see it when my game will be ready).

And also lock picking tool item.
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Shloogorgh
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Re: EDITOR Feature Requests (not bugs!)

Post by Shloogorgh »

Ability to give certain damage-type immunities to champions and objects

Function to knock back party to an adjacent tile (not instantaneously like a teleporter, but an actual push-back) ie the cube pushing the party into an empty square
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Neikun
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Re: EDITOR Feature Requests (not bugs!)

Post by Neikun »

I'd like to be able to modify the height parameter of a button like I can do with a lock.
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Montis
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Re: EDITOR Feature Requests (not bugs!)

Post by Montis »

Request:
"Initial state" dropdown for ceiling lamps.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
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Blichew
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Re: EDITOR Feature Requests (not bugs!)

Post by Blichew »

Neikun wrote:I'd like to be able to modify the height parameter of a button like I can do with a lock.
I'd really like to see a width parameter implemented for such objects aswell :)
this way we could implement a calc-like riddle with 9 buttons on a wall :)
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Montis
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Re: EDITOR Feature Requests (not bugs!)

Post by Montis »

Request: (edited)
A hotkey for pause.
Last edited by Montis on Sat Sep 29, 2012 7:52 pm, edited 1 time in total.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
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Neikun
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Re: EDITOR Feature Requests (not bugs!)

Post by Neikun »

Montis wrote:Request:
Hotkeys for play, pause and stop. These should also work from the preview window (and full screen) and pressing play should automatically focus on the preview window.
Check your preferences
f5=play
shift+f5 = stop
All that's missing is pause, I believe
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