Refactoring The Object System

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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petri
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Refactoring The Object System

Post by petri »

New blog post is up with information about the changes made to the object system!

http://www.grimrock.net/2013/02/26/refa ... ct-system/
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Neikun
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Re: Refactoring The Object System

Post by Neikun »

I'm eager to define objects in this system!
It doesn't look too difficult.
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Komag
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Re: Refactoring The Object System

Post by Komag »

I love it already. I can tell some serious forethought is going into this, and it bodes well for the future :)
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Grimfan
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Re: Refactoring The Object System

Post by Grimfan »

Three words sold it to me...

"...bridges over chasms..."

:D
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Grimwold
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Re: Refactoring The Object System

Post by Grimwold »

Very exciting changes indeed! I am going to look forward to reading these developer updates.
flatline

Re: Refactoring The Object System

Post by flatline »

Great news!
Shouldn't be too hard to convert stuff from LOG1 to LOG2 either.
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Phitt
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Re: Refactoring The Object System

Post by Phitt »

That's awesome, exactly what I was hoping for!
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Diarmuid
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Re: Refactoring The Object System

Post by Diarmuid »

These are great and promising changes indeed. I wonder however, from your developper's point of view, isn't this exposing too much your game code in the definitions?
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petri
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Re: Refactoring The Object System

Post by petri »

Diarmuid wrote:These are great and promising changes indeed. I wonder however, from your developper's point of view, isn't this exposing too much your game code in the definitions?
I'm not sure if I follow you... why is it a bad thing?
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Leki
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Re: Refactoring The Object System

Post by Leki »

Great - I like this solution. Potential is great!
Please, support skybox objects with max distance and custom textures etc, to create outdoor levels as well. Thank you!
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