Everything is scriptable

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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petri
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Everything is scriptable

Post by petri » Fri Feb 01, 2013 2:23 pm

New blog post is up with discussion about the changes under the hood of the engine!
http://www.grimrock.net/2013/02/01/ever ... criptable/

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Xanathar
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Re: Everything is scriptable

Post by Xanathar » Fri Feb 01, 2013 2:27 pm

WOW!!

Thanks :)
Can't wait to see this version out!
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Drakkan
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Re: Everything is scriptable

Post by Drakkan » Fri Feb 01, 2013 2:29 pm

this will help a lot ! cool
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Numberouane
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Re: Everything is scriptable

Post by Numberouane » Fri Feb 01, 2013 2:35 pm

This is something that will ensure such a flexivility in modding that future mods will be for sure even better....

Thank u guys for the continuous improvement of the tools. I really addicted to the grimrock community ... almost family in some aspects

its great!

:)

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petri
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Re: Everything is scriptable

Post by petri » Fri Feb 01, 2013 2:43 pm

Ok, I need to clear this up before you get too excited :)

I was talking about the new project which has a completely separate codebase. So it is very unlikely that these improvements will be backported to the dungeon editor (or game engine) used in log1. But whatever the new project is going to be will have its own modding support.

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Montis
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Re: Everything is scriptable

Post by Montis » Fri Feb 01, 2013 3:42 pm

petri wrote:Ok, I need to clear this up before you get too excited :)

I was talking about the new project which has a completely separate codebase. So it is very unlikely that these improvements will be backported to the dungeon editor (or game engine) used in log1. But whatever the new project is going to be will have its own modding support.
Ha, confirmed that it will be LoG 2 :mrgreen:
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Numberouane
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Re: Everything is scriptable

Post by Numberouane » Fri Feb 01, 2013 4:40 pm

hihihi yes which is not cooling me down at all ;)

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Diarmuid
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Re: Everything is scriptable

Post by Diarmuid » Fri Feb 01, 2013 4:59 pm

Amazing news petri! As you saw what I was working on this week, you know how much that's great news for me! :D

But this raises questions for the whole modding community as the state of our current projects. I know a lot of us are working hard on pushing the capabilites of the current system... before investing more countless hours in developping new technologies and tricks, I think we need to have a bit more general info about what is coming up.

We can of course as a community continue to support modding for "log1" (let's call it that), but if the next project is an essentially identical thing (a square-based 3d dungeon crawler, which it looks like from the screenshots, including the same party) but with better and more flexible features, I don't see why we would continue developping for a less advanced platform.

So what would we be the state of our current work, and how easily would our present dungeons be ported forward. Your term of "modding tools" is a bit vague, is it some form of dungeon editor still, with lua support?

I don't know if you can answer some of this, but we're all investing a LOT of free time in your amazing game, and it would be helpful to be sure it's not "wasted".

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Kuningas
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Re: Everything is scriptable

Post by Kuningas » Fri Feb 01, 2013 5:10 pm

Yeah! Randomized dungeon crawlers in 3d are a-go!
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Komag
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Re: Everything is scriptable

Post by Komag » Fri Feb 01, 2013 5:23 pm

Sounds very cool, very promising. I think a lot of it we're able to do now but only with a lot of hacking and tricking, so it sounds like it will be much more straightforward, good. :)
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