Dungeon Editor Suggestions
Re: Dungeon Editor Suggestions
I would like to suggest (really highly) that the LoG2 editor not strip out user comments in the dungeon.lua file; until exported as a DAT file.
This is because you sometimes want to look through it, and there is no obvious way mark an area of it with comments.
(Though currently you can manually add an empty script object, with a very descriptive name ~as a marker that will survive a save & reload from the editor.)
What happened on the One Room Round Robin map was that everyone's code statements were linearly lumped into the same level with no marked start or ending; so finding your own work in that mess was iffy business.
This is because you sometimes want to look through it, and there is no obvious way mark an area of it with comments.
(Though currently you can manually add an empty script object, with a very descriptive name ~as a marker that will survive a save & reload from the editor.)
What happened on the One Room Round Robin map was that everyone's code statements were linearly lumped into the same level with no marked start or ending; so finding your own work in that mess was iffy business.
Re: Dungeon Editor Suggestions
I can think of several uses for a isSeen or canSee hook, that modifies a monsters behaviour when its spotted by the party or the party spots it
My Dungeons
Paths of the Earth: viewtopic.php?f=14&t=5136
Beneath the Sands: viewtopic.php?f=14&t=5216
Videos: viewtopic.php?f=11&t=5443
Paths of the Earth: viewtopic.php?f=14&t=5136
Beneath the Sands: viewtopic.php?f=14&t=5216
Videos: viewtopic.php?f=11&t=5443
Re: Dungeon Editor Suggestions
A visible bounds editor utility of nearly any kind. 

Re: Dungeon Editor Suggestions
Hello,
If I can bring my modest contribution, two points were really problematic for me:
- When you add a new level before an existing level, all references to the existing level in logics and scripts have to be incremented manually from the editor, or manually directly in the dungeon.lua (the work was so huge that I dropped); it should be very nice if the editor does it automatically.
- I've added all decorations at the end, when the dungeon was fully functionnal; the problem is that decorations appear above logic items in the editor, so that only a mouseover can reveals the location of buttons, alcoves, levers... if you could implement at least two layers in the editor (logic & items in foreground and props in background), it will be very nice.
Many thanks,
Lex
If I can bring my modest contribution, two points were really problematic for me:
- When you add a new level before an existing level, all references to the existing level in logics and scripts have to be incremented manually from the editor, or manually directly in the dungeon.lua (the work was so huge that I dropped); it should be very nice if the editor does it automatically.
- I've added all decorations at the end, when the dungeon was fully functionnal; the problem is that decorations appear above logic items in the editor, so that only a mouseover can reveals the location of buttons, alcoves, levers... if you could implement at least two layers in the editor (logic & items in foreground and props in background), it will be very nice.
Many thanks,
Lex
Re: Dungeon Editor Suggestions
Either no hard-coded object sound effects, or include alternate versions [objects] with selectable sound effects.
Include a generic animation object. One that [like the buttons, levers & doors] is defined with model and animation files, and supports an optional sound effect played. Preferably click-able with definable bounds; perhaps with optional collision for the object.
Aside from buttons, this would allow a user to craft a custom animation to trigger via script... This could be anything, and/or could allow (for instance), the creation of a cabinet or trap-door that opens when clicked, and plays a creaky sound effect when opened; or craft an antique globe that spins when clicked, and plays the spinning sound effect when it does.
Include a generic animation object. One that [like the buttons, levers & doors] is defined with model and animation files, and supports an optional sound effect played. Preferably click-able with definable bounds; perhaps with optional collision for the object.
Aside from buttons, this would allow a user to craft a custom animation to trigger via script... This could be anything, and/or could allow (for instance), the creation of a cabinet or trap-door that opens when clicked, and plays a creaky sound effect when opened; or craft an antique globe that spins when clicked, and plays the spinning sound effect when it does.
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Re: Dungeon Editor Suggestions
Hello, after using the Legend of Grimrock editor recently to realize my D&D dungeon for the last session, so party members could better visualize their surroundings, I came across a couple suggestions.
Extinguishing wall torches-
I found in many encounters I would have liked a gust of wind for instance to extinguish wall and party torches. I was unable to find any methods for achieving such in game. Torch holders did not even have a way to destroy torches they instantiated in the public interface, as far as I read in the documentation at least.
onActivated triggers-
I found that numerous objects didn't have connections for activated events, such as spawners, doors, and pull-chains on doors. For example, when a door is opened by whatever means, some trap may be triggered. Or something shouldn't happen until a creature is actually spawned, which might not happen depending on whether the spawner is still on cooldown.
keys to detect and to disarm traps from editor demo-
I ran the dungeon from the editor so that I could fix things if anything went wrong, but when traps were detected there was no button to disarm them (like the k button to kill monsters or the z button to open doors)
directional square entry triggers-
Being the dungeon master, I had come up with many flavorful descriptions for the rooms the party would enter. I wanted to be able to trigger room description printing and audio when they approached a square from a given direction or set of directions only. This way the description for a chamber which could be reached through more than one entrance would not be provided if they had come in one entrance and were leaving through another or if they had navigated around the trigger and came back around to it facing in another direction.
customizable editor party-mentioned in a previous posting
I'd like to second all the points mentioned in the first post of this thread too. Hope this helps provide some inspiration!
Extinguishing wall torches-
I found in many encounters I would have liked a gust of wind for instance to extinguish wall and party torches. I was unable to find any methods for achieving such in game. Torch holders did not even have a way to destroy torches they instantiated in the public interface, as far as I read in the documentation at least.
onActivated triggers-
I found that numerous objects didn't have connections for activated events, such as spawners, doors, and pull-chains on doors. For example, when a door is opened by whatever means, some trap may be triggered. Or something shouldn't happen until a creature is actually spawned, which might not happen depending on whether the spawner is still on cooldown.
keys to detect and to disarm traps from editor demo-
I ran the dungeon from the editor so that I could fix things if anything went wrong, but when traps were detected there was no button to disarm them (like the k button to kill monsters or the z button to open doors)
directional square entry triggers-
Being the dungeon master, I had come up with many flavorful descriptions for the rooms the party would enter. I wanted to be able to trigger room description printing and audio when they approached a square from a given direction or set of directions only. This way the description for a chamber which could be reached through more than one entrance would not be provided if they had come in one entrance and were leaving through another or if they had navigated around the trigger and came back around to it facing in another direction.
customizable editor party-mentioned in a previous posting
I'd like to second all the points mentioned in the first post of this thread too. Hope this helps provide some inspiration!
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- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: Dungeon Editor Suggestions
Moveable by mouse-
It would be really nice if items in the editor could be dragged around with the mouse too, rather than just by the wasd keys.
It would be really nice if items in the editor could be dragged around with the mouse too, rather than just by the wasd keys.
Re: Dungeon Editor Suggestions
Before they add that one (which would indeed be nice)... they need to include a 2nd search function to locate items placed on the map, not just Items place-able on the map.chaoscommencer wrote:Moveable by mouse-
It would be really nice if items in the editor could be dragged around with the mouse too, rather than just by the wasd keys.
There is no undo delete of placed objects AFAIK; that means if you delete an important script and don't notice it, it's possible to erase it permanently if you happen to save the project file.
Hmmm... LoG seems like it would make a great D&D visualization tool; best if run on a projector I'd think.
I would bet (and know somewhat) that one could add a custom script for just about all of the features you mention. It might pay off to ask in the modding section; the forum is full of sharp modders that are quite capable.

Re: Dungeon Editor Suggestions
I was just thinking that most of that stuff could be done already, for the custom party here is a topic on setting custom characters viewtopic.php?f=14&t=5295
for Party facing; if party.facing == 1 then directions being 1, 2 , 3 or 4 with one being east, 3 is west etc
for the doors try: if door1:isOpen() then or if door1:isClosed() you would have to hook them up to a pressure plate or something have it set so that the script runs when they step off and through the door.
As for the torches it was done by desperate games for the prison ward mod see this topic viewtopic.php?f=14&t=6237
And I agree that there needs to be a way to search the dungeon for items placed, I've lost count of the time I've wasted looking for a specific item having forgotten where I actually put it.
for Party facing; if party.facing == 1 then directions being 1, 2 , 3 or 4 with one being east, 3 is west etc
for the doors try: if door1:isOpen() then or if door1:isClosed() you would have to hook them up to a pressure plate or something have it set so that the script runs when they step off and through the door.
As for the torches it was done by desperate games for the prison ward mod see this topic viewtopic.php?f=14&t=6237
And I agree that there needs to be a way to search the dungeon for items placed, I've lost count of the time I've wasted looking for a specific item having forgotten where I actually put it.
My Dungeons
Paths of the Earth: viewtopic.php?f=14&t=5136
Beneath the Sands: viewtopic.php?f=14&t=5216
Videos: viewtopic.php?f=11&t=5443
Paths of the Earth: viewtopic.php?f=14&t=5136
Beneath the Sands: viewtopic.php?f=14&t=5216
Videos: viewtopic.php?f=11&t=5443
Re: Dungeon Editor Suggestions
Pushable Walls
Water Flooding adjacent tiles and lower levels via pits and pressure
Water Flooding adjacent tiles and lower levels via pits and pressure