Dungeon Editor Suggestions
Re: Dungeon Editor Suggestions
A little offtopic...
VP8 format is quite nice. I have been tinkering with webp bitmap format lately and it's quite nice (probably the spiritual successor to PNG if Google gets its act right). And being open-source (CC 3.x) is a plus.
VP8 format is quite nice. I have been tinkering with webp bitmap format lately and it's quite nice (probably the spiritual successor to PNG if Google gets its act right). And being open-source (CC 3.x) is a plus.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Dungeon Editor Suggestions
Some more suggestions. I understand that some of these are kind of overkill, but wanted to put them out there to get across any ideas that might be useful.
Editor Filters / Labels: It would be useful to be able to filter the editor to only show items of a certain type (those with a Monster component or a Script component say) and/or to be able to label items which will effectively group them - so that you could select a whole bunch of items at the same time (just click a label and select all items label that way).
Freeze Items: The ability to press a button to 'freeze' all currently selected items (especially useful if you can group/label items). Frozen items would not be selectable at all until un-frozen.
isInEditor() Function: Another handy feature would be a isInEditor() function that you could call within a script to tell if you are in the editor or in a real game. That way, you could spawn a bunch of test items or give the characters a bunch of skills and XP at the start of the game without fear of leaving that feature in the main release.
Fine Object Placement: Setting the exact position vector and euler rotation for an item, object or any entity within a space would be cool. This would allow you to lay items out in a specific way on the floor or rotate a set of cogs that are attached to a wall.
Editor Filters / Labels: It would be useful to be able to filter the editor to only show items of a certain type (those with a Monster component or a Script component say) and/or to be able to label items which will effectively group them - so that you could select a whole bunch of items at the same time (just click a label and select all items label that way).
Freeze Items: The ability to press a button to 'freeze' all currently selected items (especially useful if you can group/label items). Frozen items would not be selectable at all until un-frozen.
isInEditor() Function: Another handy feature would be a isInEditor() function that you could call within a script to tell if you are in the editor or in a real game. That way, you could spawn a bunch of test items or give the characters a bunch of skills and XP at the start of the game without fear of leaving that feature in the main release.
Fine Object Placement: Setting the exact position vector and euler rotation for an item, object or any entity within a space would be cool. This would allow you to lay items out in a specific way on the floor or rotate a set of cogs that are attached to a wall.
Last edited by JohnWordsworth on Wed Sep 04, 2013 2:31 am, edited 1 time in total.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Dungeon Editor Suggestions
Well thought out suggestions again, John. The fine item placement, though, can already be done with setSubtileOffset() 

Steven Seagal of gaming industry
Re: Dungeon Editor Suggestions
being able to set the rotation of the object would be nice though. I often cheated by placing an item on the "wrong" side of a tile in the editor to get the rotated side facing the way I wanted, then moved the item back to the correct side with offset.
Finished Dungeons - complete mods to play
Re: Dungeon Editor Suggestions
List of items placed in the dungeon This could either be some sort of pop up or an external text file, but it would be really handy if there was a way to know what items are already in the dungeon, in what quantity and in what location.
This would be really useful for group projects, and people with limited time and just chip away at their dungeons.
This would be really useful for group projects, and people with limited time and just chip away at their dungeons.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Dungeon Editor Suggestions
Very good point Antti, I had forgotten about that method.
I will revise the bullet point with the extended suggestion from Komag that it can be done with all entities (not just items) and also include the option to place items on walls etc (so you could place cogs on a wall, and rotate them as well).

My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Dungeon Editor Suggestions
It would be a really good feature if you could customize the test party from within the editor. A series of checkboxes or input lines so your test party can do batch testing more easily.
Useful in testing larger dungeons, where in the late levels, items and spell have requirements.
Useful in testing larger dungeons, where in the late levels, items and spell have requirements.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: Dungeon Editor Suggestions
That would be an excellent feature; absolutely indispensable.Neikun wrote:It would be a really good feature if you could customize the test party from within the editor. A series of checkboxes or input lines so your test party can do batch testing more easily.
Useful in testing larger dungeons, where in the late levels, items and spell have requirements.
Re: Dungeon Editor Suggestions
briliant idea, defintely required !