Everything is scriptable
Everything is scriptable
New blog post is up with discussion about the changes under the hood of the engine!
http://www.grimrock.net/2013/02/01/ever ... criptable/
http://www.grimrock.net/2013/02/01/ever ... criptable/
Re: Everything is scriptable
WOW!!
Thanks
Can't wait to see this version out!
Thanks

Can't wait to see this version out!
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
Re: Everything is scriptable
this will help a lot ! cool
- Numberouane
- Posts: 283
- Joined: Fri Mar 02, 2012 6:11 pm
- Location: Sunny Place south Of France
Re: Everything is scriptable
This is something that will ensure such a flexivility in modding that future mods will be for sure even better....
Thank u guys for the continuous improvement of the tools. I really addicted to the grimrock community ... almost family in some aspects
its great!

Thank u guys for the continuous improvement of the tools. I really addicted to the grimrock community ... almost family in some aspects
its great!

Re: Everything is scriptable
Ok, I need to clear this up before you get too excited
I was talking about the new project which has a completely separate codebase. So it is very unlikely that these improvements will be backported to the dungeon editor (or game engine) used in log1. But whatever the new project is going to be will have its own modding support.

I was talking about the new project which has a completely separate codebase. So it is very unlikely that these improvements will be backported to the dungeon editor (or game engine) used in log1. But whatever the new project is going to be will have its own modding support.
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: Everything is scriptable
Ha, confirmed that it will be LoG 2petri wrote:Ok, I need to clear this up before you get too excited![]()
I was talking about the new project which has a completely separate codebase. So it is very unlikely that these improvements will be backported to the dungeon editor (or game engine) used in log1. But whatever the new project is going to be will have its own modding support.

- Numberouane
- Posts: 283
- Joined: Fri Mar 02, 2012 6:11 pm
- Location: Sunny Place south Of France
Re: Everything is scriptable
hihihi yes which is not cooling me down at all 

Re: Everything is scriptable
Amazing news petri! As you saw what I was working on this week, you know how much that's great news for me!
But this raises questions for the whole modding community as the state of our current projects. I know a lot of us are working hard on pushing the capabilites of the current system... before investing more countless hours in developping new technologies and tricks, I think we need to have a bit more general info about what is coming up.
We can of course as a community continue to support modding for "log1" (let's call it that), but if the next project is an essentially identical thing (a square-based 3d dungeon crawler, which it looks like from the screenshots, including the same party) but with better and more flexible features, I don't see why we would continue developping for a less advanced platform.
So what would we be the state of our current work, and how easily would our present dungeons be ported forward. Your term of "modding tools" is a bit vague, is it some form of dungeon editor still, with lua support?
I don't know if you can answer some of this, but we're all investing a LOT of free time in your amazing game, and it would be helpful to be sure it's not "wasted".

But this raises questions for the whole modding community as the state of our current projects. I know a lot of us are working hard on pushing the capabilites of the current system... before investing more countless hours in developping new technologies and tricks, I think we need to have a bit more general info about what is coming up.
We can of course as a community continue to support modding for "log1" (let's call it that), but if the next project is an essentially identical thing (a square-based 3d dungeon crawler, which it looks like from the screenshots, including the same party) but with better and more flexible features, I don't see why we would continue developping for a less advanced platform.
So what would we be the state of our current work, and how easily would our present dungeons be ported forward. Your term of "modding tools" is a bit vague, is it some form of dungeon editor still, with lua support?
I don't know if you can answer some of this, but we're all investing a LOT of free time in your amazing game, and it would be helpful to be sure it's not "wasted".
Re: Everything is scriptable
Sounds very cool, very promising. I think a lot of it we're able to do now but only with a lot of hacking and tricking, so it sounds like it will be much more straightforward, good. 

Finished Dungeons - complete mods to play