Is the automap generated from the level or is it bitmap?Thels wrote:petri wrote:Only a single wallset per level is supported.Clever minds might find a way to cheat around this. Only the automap would be a dead giveaway.Darklord wrote:That's a shame, being able to transition from one to the other would have been nice.Daniel.
Dungeon Editor Progress
Re: Dungeon Editor Progress
Re: Dungeon Editor Progress
I've already seen the graphics change, when a secret hallway was discovered, so no, a fixed image doesn't seem likely.
Re: Dungeon Editor Progress
Lands of Lore did that also.Thels wrote:I've already seen the graphics change, when a secret hallway was discovered, so no, a fixed image doesn't seem likely.
Could be generated, or could use tiles itself; I think it's probably generated.
Before LoG shipped, I suggested to them that the automap pages be conformed to a curve (the curve of the page), as a minor touch of detail, but it was still a bit late in development, and I saw problems with that if it was generated from the level layout.

- Jack Dandy
- Posts: 476
- Joined: Fri Mar 02, 2012 2:22 pm
- Location: Haifa, Israel
Re: Dungeon Editor Progress
Glad to hear you had a good time.
I want to try Sima some day.. Any chance Olli will mail some to his dad in Israel and I'll pick it off him, or would it spoil in the trip abroad?
I want to try Sima some day.. Any chance Olli will mail some to his dad in Israel and I'll pick it off him, or would it spoil in the trip abroad?

Re: Dungeon Editor Progress
Right, OK, that sounds good.... I was concerned that you weren't going to provide a GUI for the basic building. I'd still be a bit concerned if the GUI can't link a door to a switch though, I think that ability would make the editor much more accessible to hobbyist designers.petri wrote:Yep, the plan is to use a gui whenever the gui is a better choice (placement of objects, drawing the walls, editing object properties) and use textual representation for things that are better described in code (puzzle logic). Like you said, the editor should be powerful enough to allow recreation of all puzzles and concepts in the original dungeon - complex puzzles need complex logic and these are better described in code.
What you would be gaining is the eternal gratitude of thousands of non-programmer-designers.petri wrote:So I think we have established that we need texture scripting (for those complex puzzles) and the question is whether in addition we should support visual scripting. The thing is, I'm not very keen on supporting two ways of scripting (visual and textual), especially when "point and click" is inherently limited in its capabilities to those building blocks we provide. It just feels like additional work without gaining anything.


Yep, indeedpetri wrote:That said, we want to make dungeon editing as painless as possible, it's just that we have a different view what is "painless"


Cool, I'm looking forward to itpetri wrote:It's still possible that I change my mind about this but first we'll have to get a bare bones editor up and running and see how the workflow feels.

Yep, I have already done some Lua work in the DSB engine to build a new champion selector. It's pretty cool stuff. I understand enough coding to be able to build basic things if that's the last option available. My concern was that you would be *forcing* people to code, when a visual point-and-click interface is really a better model for this sort of game editor.petri wrote:p.s. I recommend that you look into basics of (Lua) programming - it can give some interesting insights and help see the bigger picture. Not only for modding Grimrock and DSB but it could also become a new tool for solving problems in completely different fields.
Re: Dungeon Editor Progress
What are RTC and DSB?
I'm not sure if this is the general opinion, but I play LoG for the puzzles mostly. Sure, sometimes the monsters are part of the puzzle, as you have to figure out how to properly strafe-fight them in an enclosed environment, or when there are several around. Just simple hacking and slashing my way through a large pack of mobs is not something that interests me a lot. For that, I'd rather wait for D3.
That said, to keep the puzzles interesting, they need to be pretty complex. And while you can do some stuff with simple switches and doors hooked up to each other, it's very limited. If you want to make an interesting dungeon, you really need to bring in some advanced logic for your switches and doors. I can't see how that's done in GUI without making the GUI more complex than the scripting.
I'm not sure if this is the general opinion, but I play LoG for the puzzles mostly. Sure, sometimes the monsters are part of the puzzle, as you have to figure out how to properly strafe-fight them in an enclosed environment, or when there are several around. Just simple hacking and slashing my way through a large pack of mobs is not something that interests me a lot. For that, I'd rather wait for D3.
That said, to keep the puzzles interesting, they need to be pretty complex. And while you can do some stuff with simple switches and doors hooked up to each other, it's very limited. If you want to make an interesting dungeon, you really need to bring in some advanced logic for your switches and doors. I can't see how that's done in GUI without making the GUI more complex than the scripting.
Re: Dungeon Editor Progress
Return to Chaos & Dungeon Strikes Back, they are Dungeon Master clones for use on modern PC's, here a link.Thels wrote:What are RTC and DSB?
http://www.dungeon-master.com/
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
Hey, what's the name of the port/game in the lower left corner of that image? The one that is (looks) actually 3D?Darklord wrote: http://www.dungeon-master.com/
Re: Dungeon Editor Progress
Dungeon Master Nexus for the Sega Saturn (Japan only release).