Dungeon Editor Suggestions

Talk about anything related to Legend of Grimrock 2 here.
Post Reply
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: Dungeon Editor Suggestions

Post by Asteroth »

BuzzJ wrote:Pushable Walls

Water Flooding adjacent tiles and lower levels via pits and pressure
Actually, I hope you suggested water. We don't even have that so it certainly can't flood.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
User avatar
Isaac
Posts: 3191
Joined: Fri Mar 02, 2012 10:02 pm

Re: Dungeon Editor Suggestions

Post by Isaac »

BuzzJ wrote:Pushable Walls

Water Flooding adjacent tiles and lower levels via pits and pressure
These are doable already in the engine, but a turn-key official method would be a great thing to have.
(Lets hope they have the need to do that in the campaign; if so they would probably have that in the editor.)
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
Contact:

Re: Dungeon Editor Suggestions

Post by antti »

Asteroth wrote:
BuzzJ wrote:Pushable Walls

Water Flooding adjacent tiles and lower levels via pits and pressure
Actually, I hope you suggested water. We don't even have that so it certainly can't flood.
We already have water :)

Flooding is not in the plans at the moment though.
Steven Seagal of gaming industry
User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: Dungeon Editor Suggestions

Post by Leki »

Maybe I missed it, but - Can you guys add support for custom object icons in the editor (defined as component in one line in object script definition, smth like:

Code: Select all

...
editorIconMap = "..\path\file.tga", //custom dds with all 4 direction icon (0,1,2,3)
editorIcon = 0, 
...
when you can still use predefined icons, if editorIconMap is not defined:

Code: Select all

..
editorIcon = 96",
..
it will really help to manage custom wallsets with corners, specific objects etc... ;) [/color]
I'm the Gate I'm the Key.
Dawn of Lore
chaoscommencer
Posts: 119
Joined: Sun Jan 05, 2014 7:48 pm

Re: Dungeon Editor Suggestions

Post by chaoscommencer »

Thanks for the suggestions guys; I'll see if I can put any of them to use. Also, as for the dungeon visualization tool, I used a 52-inch tv, but a projector sounds like an even better idea. Time for an upgrade ;).
User avatar
BuzzJ
Posts: 160
Joined: Sat Jan 12, 2013 4:06 pm

Re: Dungeon Editor Suggestions

Post by BuzzJ »

Alcoves that are only accessible when an alcove door is opened. Is already doable through scripts but an official, easy to do version would be keen.

logic is:

if door closed, alcove disabled, if any objects in alcove, freeze them so they cannot be removed ("freezing" can be done in a variety of ways in LoG1)

click to open door

if door opened, alcove is enabled, items within are accessible.
User avatar
Isaac
Posts: 3191
Joined: Fri Mar 02, 2012 10:02 pm

Re: Dungeon Editor Suggestions

Post by Isaac »

antti wrote:Flooding is not in the plans at the moment though.
One thing that I would really like to be in the plans is a generic animation object with customizable sounds. One that takes a user model, has an adjustable click-able trigger-region; and an option to loop the animation (like with crystals). Effectively a base object that a user could create their own working 'crystal' , animated decoration, or trigger switch [altar/alcove/lever/button].

defineObject{
___ name = 'my_custom_object',
___ class = 'Animated',
___ model = 'mod_assets/models/my_model___fbx',
___ material = 'my_object_texture',
___ idleAnim = 'mod_assets/animations/my_idle_animation___fbx',
___ clickAnim = 'mod_assets/animations/my_click_animation___fbx',
___ loop = true,
___ sound = 'my_sound_effect',
___ particleSystem = 'my_particle_effect',
___ repelProjectiles = true,
___ hitSound = "my_impact_sound",
___ onClick = function() end,
___ targetSize = vec(1,1,1),
___ targetPos = vec(1,1,1),
___ replacesWall = false,
___ placement = 'floor', --[wall/pillar]
}
User avatar
BuzzJ
Posts: 160
Joined: Sat Jan 12, 2013 4:06 pm

Re: Dungeon Editor Suggestions

Post by BuzzJ »

I almost forgot this!

PROPER LADDERS

currently, we can only use staircases and teleports to transit levels. using staircases as ladders is doable in LoG1 but it is hackish. Same with teleports.

We need three types of ladder entities:

1) First is one that is flush along a wall, when you walk into the square directly adjacent to the ladder, the camera "climbs up" vertically in a similar manner to "walking forward and up/down" of staircases, but obviously straight up and into the ceiling.

2) Same thing as 1, but for going down. It is essentially a pit trap with a different (slower, and climby) camera movement down.

3) An optional type of 1 and 2, which can be safely walked over (up or down types) WITHOUT triggering the movement. Like in Captive. Maybe make it activatable by a seperate binded key. (I KNOW I AM ASKING A LOT, BUT MAYBE MAKE ARROWS ON GUI FOR MOVING VERTICAL UP/DOWN, THATS PROBABLY TOO MUCH FOR THIS LATE IN LOG2 THOUGH)

REVERSING GRAVITY

Be able to simply and easily flip the party to walk on the ceilings. (pretty sure this can already be done in LOG1, but havn't tried it, or needed to, yet) Both by pressure plate (external triggers) and inventory items (internal triggers). Particularly useful for puzzles if we can have true higher level ceilings. to act as floors and make inaccessible areas that can only be accessed through gravity flipping.

TRUE HIGHER LEVEL CEILINGS

see above
chaoscommencer
Posts: 119
Joined: Sun Jan 05, 2014 7:48 pm

Re: Dungeon Editor Suggestions

Post by chaoscommencer »

Large pits-

I'm sure someone who's good at modding could probably do this as is (you would need corner of pit, side of pit, and center of pit tiles to do this, where the center of pit tile would basically be an invisible pit area). This would be nice for making large holes in the center of a room, rather than having something that looks like you can walk across a virtual tightrope every few feet. Actually, if there was an option for making crevices (not just floor, but wall and ceiling also as if an earthquake or some such actually ripped your dungeon apart in areas) that would be really cool.
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
User avatar
BuzzJ
Posts: 160
Joined: Sat Jan 12, 2013 4:06 pm

Re: Dungeon Editor Suggestions

Post by BuzzJ »

chaoscommencer wrote:Large pits-

I'm sure someone who's good at modding could probably do this as is (you would need corner of pit, side of pit, and center of pit tiles to do this, where the center of pit tile would basically be an invisible pit area). This would be nice for making large holes in the center of a room, rather than having something that looks like you can walk across a virtual tightrope every few feet. Actually, if there was an option for making crevices (not just floor, but wall and ceiling also as if an earthquake or some such actually ripped your dungeon apart in areas) that would be really cool.
This is totally doable in LoG1. The idea is not to make the Dev Team do extra models, because the community can do all that, but rather to add in scripting and other features that would reduce current workarounds, or make previously hardcoded functions more accessible.
Post Reply