Actually, I hope you suggested water. We don't even have that so it certainly can't flood.BuzzJ wrote:Pushable Walls
Water Flooding adjacent tiles and lower levels via pits and pressure
Dungeon Editor Suggestions
Re: Dungeon Editor Suggestions
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
viewtopic.php?f=14&t=4250
Re: Dungeon Editor Suggestions
These are doable already in the engine, but a turn-key official method would be a great thing to have.BuzzJ wrote:Pushable Walls
Water Flooding adjacent tiles and lower levels via pits and pressure
(Lets hope they have the need to do that in the campaign; if so they would probably have that in the editor.)
Re: Dungeon Editor Suggestions
We already have waterAsteroth wrote:Actually, I hope you suggested water. We don't even have that so it certainly can't flood.BuzzJ wrote:Pushable Walls
Water Flooding adjacent tiles and lower levels via pits and pressure

Flooding is not in the plans at the moment though.
Steven Seagal of gaming industry
Re: Dungeon Editor Suggestions
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:
when you can still use predefined icons, if editorIconMap is not defined:
it will really help to manage custom wallsets with corners, specific objects etc...
[/color]
Code: Select all
...
editorIconMap = "..\path\file.tga", //custom dds with all 4 direction icon (0,1,2,3)
editorIcon = 0,
...
Code: Select all
..
editorIcon = 96",
..

I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
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- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: Dungeon Editor Suggestions
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
.

Re: Dungeon Editor Suggestions
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.
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.
Re: Dungeon Editor Suggestions
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].antti wrote:Flooding is not in the plans at the moment though.
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]
}
Re: Dungeon Editor Suggestions
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
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
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- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: Dungeon Editor Suggestions
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.
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.
Re: Dungeon Editor Suggestions
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.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.