Dungeon Editor Suggestions

Talk about anything related to Legend of Grimrock 2 here.
Thau
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Re: Dungeon Editor Suggestions

Post by Thau »

Grimrock global variable :
Variable that would be saved in grimrock configuration file instead of save file.
They would let save some configurations like :
  • key id to show quickbar on all map that use that framework
  • a counter to know the last chapter finished of a custom dungeon saga
  • a kind of Toorum unlockable thing on multiple maps
A level treeview interface :
Komag : it would be pleasant to change the rotation of objects.
Neikum : it would be pleasant to have the list of items placed in the dungeon.
Me : a treeview that would let access to everything in the dungeon
dungeon attributes, levels, entitys, entity attributes, position and rotation
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Frenchie
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Re: Dungeon Editor Suggestions

Post by Frenchie »

I would like to see more customable level titles/descriptions. What I now see in certain mods is that "Level 16 Temple level 4" is connecting to "Level 1 Temple level 5". We have to think more dimensional and every sub dungeon can have multiple levels up or down. Now you could group every level 1 sub into a giant level 1 map, but that would make a mess of logical coordinates.

Now to make sense of it all I would like to see an overview of subs and mains and how they're connected to each other on a single screen. Basically a side view, where you can move your levels to make more sense. A tower group should be higher than a catacomb group.

Also I would like to see transparent maps from the above and below level that can be turned on/off to aid in the current design. A built-in premade group would be welcome. Let's say you want to make 5 tower levels, so you select the built-in option and it generates it. You move the stairs to your liking and automatically the above or below stairs moves along.
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Asteroth
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Re: Dungeon Editor Suggestions

Post by Asteroth »

Frenchie wrote:I would like to see more customable level titles/descriptions. What I now see in certain mods is that "Level 16 Temple level 4" is connecting to "Level 1 Temple level 5". We have to think more dimensional and every sub dungeon can have multiple levels up or down. Now you could group every level 1 sub into a giant level 1 map, but that would make a mess of logical coordinates.

Now to make sense of it all I would like to see an overview of subs and mains and how they're connected to each other on a single screen. Basically a side view, where you can move your levels to make more sense. A tower group should be higher than a catacomb group.

Also I would like to see transparent maps from the above and below level that can be turned on/off to aid in the current design. A built-in premade group would be welcome. Let's say you want to make 5 tower levels, so you select the built-in option and it generates it. You move the stairs to your liking and automatically the above or below stairs moves along.
Levels can already be named. (And trust me, I went a bit over the top with that.)
I am the God of darkness and corruption.
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Komag
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Re: Dungeon Editor Suggestions

Post by Komag »

The only time I encountered truly confusing level names and positions was in Eye of the Dragon ;)
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antti
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Re: Dungeon Editor Suggestions

Post by antti »

With the way the levels are arranged in Grimrock 2, the level positioning stuff has been made more flexible now so you won't be stuck with levels stacked on top of each others any more. 8-)
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Frenchie
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Re: Dungeon Editor Suggestions

Post by Frenchie »

Komag wrote:The only time I encountered truly confusing level names and positions was in Eye of the Dragon ;)
That might be the one I was referring to, but I haven't played many mods yet (6 or so)
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Komag
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Re: Dungeon Editor Suggestions

Post by Komag »

antti wrote:With the way the levels are arranged in Grimrock 2, the level positioning stuff has been made more flexible now so you won't be stuck with levels stacked on top of each others any more. 8-)
Cool, good to know, and a nice little hint of the type of layout to expect (not just one big vertical dungeon!)
Finished Dungeons - complete mods to play
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Frenchie
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Re: Dungeon Editor Suggestions

Post by Frenchie »

Makes sense to move from 2- to 3-dimensional maps, but the overview screen would be nice if not side view then isometric... A nice extra would the ability to auto copy wall text on the map as notes and multiple marker icons.
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Isaac
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Re: Dungeon Editor Suggestions

Post by Isaac »

Frenchie wrote:Makes sense to move from 2- to 3-dimensional maps, but the overview screen would be nice if not side view then isometric... A nice extra would the ability to auto copy wall text on the map as notes and multiple marker icons.
Sounds neat in theory... but I don't see any real point to it ~the editor (as we know) does allow full 3d preview and gameplay. I don't see the technical benefits for redesigning the editor into Isometric/ or cavalier Oblique, or a 3D iso mode ~except for fluff sake. ** But I will say that a free non-grid camera mode in the preview would be great for asset creators ~as well as an integrated OBJ or Collada export to allow easy import for 3d customizations that blend seamlessly [literal and figuratively] with the official game assets.
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Isaac
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Re: Dungeon Editor Suggestions

Post by Isaac »

Crazy idea... (Crazy useful too).

The Dungeon editor needs the option to rename a base object's name (or at least the custom ones), and update every instance of its use on the map and in scripts; saved with the saving of the project.

*(The reason for this is apparent in collaborative projects, where item duplication can cause hell trying to merge the maps; but there are other times when one might want to change a name and have it not be a nightmare to update a scripts and controls that use the old name.)

Something like this would be cool for object IDs as well. You can change an Id in the editor, but the default is to break any connections to it instead of updating them.
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