Page 10 of 12
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Tue Oct 23, 2012 7:15 pm
by HaunterV
Just realized we never specified that once a submission is submitted, that's it, it is what it is barring any game breaking glitches or oversights. All corrections will have to wait until the Extended edition unless they are real small and inconsequential otherwise.
We just can't be bogged down tweaking this and that unless we have time before release of the CFD the last week of Dec.
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Wed Oct 24, 2012 3:42 am
by HaunterV
Edsploration can probably answer this question I was asked better than I can;
Do I have to delete all current items in my mod or can I rename them accordingly?
I'm not sure but i think he, i mean ed. Came up with a way of renaming everything in any one submission relatively quickly.
For those making a submission from the ground up I recommend renaming your items as you go right from the start.
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Wed Oct 24, 2012 9:47 pm
by Ancylus
Brodie301 wrote:I posted a 2 level dungeon called Low Levels for a play test on Nexus.
Please give give it a try and give suggestions.
I finally got around to playing this, and I agree with the others, it's an excellent dungeon. The minor issues I noticed are much the same as Edsploration's:
- The secret areas would be best marked with Secret objects (a change you have apparently already made).
- The only place where I noticed clipping was early at the snail behind the secret door: its tentacles kept showing though the door.
- The puzzle with the torches may be a bit hard to figure out, especially with the recommendation not to use torches. Perhaps a hint might be in order? Unless there was one that I missed, of course.
HaunterV wrote:Just realized we never specified that once a submission is submitted, that's it, it is what it is barring any game breaking glitches or oversights. All corrections will have to wait until the Extended edition unless they are real small and inconsequential otherwise.
We just can't be bogged down tweaking this and that unless we have time before release of the CFD the last week of Dec.
I hope it's still ok to post the level somewhere for playtesting before the final submission, mine is getting ready for that. I do understand that we don't want to actually assemble the entire dungeon more than once if we can help it.
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Wed Oct 24, 2012 10:39 pm
by HaunterV
Ancylus wrote:#stuff
I hope it's still ok to post the level somewhere for playtesting before the final submission, mine is getting ready for that. I do understand that we don't want to actually assemble the entire dungeon more than once if we can help it.
Abosulutely. its probably the best way before and afterwards to get concentrated bugtesting and playtesting done.
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Sun Oct 28, 2012 4:17 pm
by Ancylus
I finally got my level into good enough shape to share a preliminary version. You can download it from here:
https://www.dropbox.com/s/it47fzb2ccjov ... lenges.dat
(EDIT: File updated 30.10 with modifications to Faith, Intellect and Fortitude.)
Itemization and experience rewards are currently not very consistent, I'll adjust them to make more sense once I know where in the dungeon the level ends up. For now it shouldn't matter much, since the level is focused on puzzles rather than combat.
I would especially appreciate comments on the puzzles: are any of them too difficult, or illogical, or just plain annoying? Some of them should be easier and not all have to be completed to reach the exit, but I can still modify them or add hints if necessary. I'm also curious to know whether you discover all the secrets. All other feedback is of course also welcome.
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Sun Oct 28, 2012 4:43 pm
by SpiderFighter
Ancylus wrote:I finally got my level into good enough shape to share a preliminary version. You can download it from here:
https://www.dropbox.com/s/it47fzb2ccjov ... lenges.dat
Itemization and experience rewards are currently not very consistent, I'll adjust them to make more sense once I know where in the dungeon the level ends up. For now it shouldn't matter much, since the level is focused on puzzles rather than combat.
I would especially appreciate comments on the puzzles: are any of them too difficult, or illogical, or just plain annoying? Some of them should be easier and not all have to be completed to reach the exit, but I can still modify them or add hints if necessary. I'm also curious to know whether you discover all the secrets. All other feedback is of course also welcome.
Coolness! I can run through this, but not until tomorrow.
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Fri Nov 02, 2012 11:38 pm
by SpiderFighter
Question about cloning keys: Is it possible to create a key so that it displays a different name when the player picks it up? For example, the script below will still display "Gold Key" to the player, even though I've named it something else (and a standard gold key will not open the lock that this key is linked to). This could be confusing for the player, who won't understand why his "Gold Key" won't unlock the gold lock.
cloneObject{
name = "lothar_key",
baseObject = "gold_key",
model = "assets/models/items/key_gold.fbx",
}
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Sat Nov 03, 2012 12:13 am
by Neikun
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Sat Nov 03, 2012 12:15 am
by SpiderFighter
Re: Community FrankenDungeon 2012: Discussion thread
Posted: Sat Nov 10, 2012 4:59 am
by HaunterV
getting really excited now.