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Dungeon Director DEMO !!!!!
Posted: Mon Feb 02, 2004 11:54 pm
by JHibbins
For those who are interested the fist beta demo and new screen shots of dungeon director is now available at :
http://www.dungeondirector.com/
Best Regards
Jon
Posted: Tue Feb 03, 2004 12:17 am
by andyboy_uk
downloading now
Posted: Tue Feb 03, 2004 12:23 am
by andyboy_uk
Sweet, it works ok (even if it does have a bit of a switching paddy between video modes when starting up).
The movement is smooth and the draw spell is a great idea. I got walking around by casting spells.
It is a little dark on my monitor. Is there a spell for light or is there a chance you could put a gamma option onthere
also a text file that says what has been implemented and what hasnt would help a load as well.
I couldnt open the doors but I could click on the buttons.
Nice work so far.
Posted: Tue Feb 03, 2004 12:29 am
by Gambit37
Looking very promising -- I love the smooth movement (although maybe it's a little fast?) and the Draw Your Spell feature looks like that could be very interesting indeed -- keep up the good work!
On another note, I wonder if you might consider dropping the Dungeon Master messageboards on your Forums? It's taken us nearly four years to consolidate all the various dungeon master forums into this one place. Previously, things became very fragmented with people not knowing where to go for their Dungeon Master information. This was solved by getting everyone who ran the different forums to agree to combine it all into one big one -- this one here.
Obviously they are you forums, and if you wish to keep them, that's fiine. I just have a concern that the community that has been building up here will get fragmented again.
Posted: Tue Feb 03, 2004 12:43 pm
by Lunever
I agree with Gambit's invitation: If you would like to join with your forum here, you're welcome!
Dungeon Director Forums and Answers
Posted: Tue Feb 03, 2004 2:30 pm
by JHibbins
http://www.dungeondirector.com/
I have taken the other Dungeon Master etc forums off the dungeon director website as requested
In answer to the questions,
* The video mode switching will be improved as I go on
* I too like the spell Idea, i`m working on improving the code but so far it does a great job and is quick to calculate
* I will add gama, options etc i`m working hard on the main engine and look/feel first, I wanted to put money where mouth is and get a demo up so people can see its not another lame effort but a real project they can get interested in
* I also need to finalize the default dungeon look, I have not got a texture artist yet, I almost have a 3d artist but am still looking
* Doors are not working (yet..) its high on my todo list, I want them to be super smooth and animated from 3d file
* I have sound and music engine from my previous game (
http://www.squigs3.com) so progress should be very quick (also looking for sound effect person)
I`m realy interested in building a comunity arround Dungeon Director and pushing the game to be playable and ultimatly one of the best, if you think you can or want to help... Please do
Jon
Posted: Tue Feb 03, 2004 3:18 pm
by andyboy_uk
If you send me the format of the dungeon files I might be able to adapt Chaos Forge to export to DD format as well.
If not I have the basis for an editor well under way.
You can email me at the address in the profile for my MSN Messenger. I check that in the evenings.
A
Editor
Posted: Tue Feb 03, 2004 5:30 pm
by JHibbins
I do have the beginings of an editor, I have also built the engine to support different art sets, i`m intending to build on the editor, i`m still forming the editor format and i`m intending to build scripting availablity into the engine (anything setting off a script.. ie Enter square, push button, leave square etc)
I`m interested in advice and support for this feature
Best Regards
Jon
Posted: Tue Feb 03, 2004 6:13 pm
by andyboy_uk
Personally I would have a base class of object and have events on them that request information from various objects, i.e.
Code: Select all
OBJECT
Id
Name
Type (item, npc, monster, static_item)
events[] (array of EVENT objects)
properties[] (array of PROPERTY objects)
EVENT
Id
Script[] (array of strings)
PROPERTY
Id
Type (int, char, bool)
Value
as a quick note an IS_CONTAINER property is something the engine could look for but does not have to be hard coded as part of the object type. It makes it more flexible (also covered later in the basic commands.)
Then break down the events per object type.
Have a basic floor_trigger that has the events (i.e.)
Code: Select all
ON_ENTER
( type = monster/party/item/anything else/
direction entered from = n/s/e/w
objectReference
)
ON_LEAVE (like above)
A wall trigger that should be positioned on a wall tile and have a facing (much like RTC) but with definable zones that can be interacted with.
Code: Select all
wall_trigger
x, y, level
zones[] (array of ZONES)
ZONE
x1,y1,x2,y2
sprite[] or pic[]
Events would be like
Code: Select all
ON_MOUSECLICK
(button 1=left 2=right 3=middle,
itemRef if an item is in the hand that clicked,
playerRef the player that "clicked" the wall,
zoneRef for the Zone
)
ON_MOUSEENTER (params as above)
ON_MOUSELEAVE (params as above)
As for the scripting engine, some basic commands could be
Code: Select all
MOVE_PARTY x, y, level, face
MOVE_ITEM itemRef, x, y, level, position
MOVE_ITEM_LIMBO itemRef
MOVE_ITEM_CONTAINER itemRef, containerItemRef
CHANGE_PROPERTY itemRef, propertyName, [newVal for anything but bool]
The property bit comes in so that people can have their own counters on objects and things and it can just add them on, but your engine can use internal properties stored the same way.
Im thinking to define objects you would do something like
Code: Select all
Item 001 "Alcove Wall" (x, y, level)
{
visible (bool) = false
visible2 (bool) = true
}
Now VISIBLE could be a property that your engine looks for when you are near that object and deal with it but VISIBLE2 is one of mine (as a dungeon author) and makes no ends. But it stores them in the same way
Now all you have to do is have a method that checks each of the engine assigned properties (like VISIBLE for instance to decide whether to draw them or not) and you have the basis for a quite flexible system.
Before I continue too much, is this what you were after? Or am I ranting for no reason
Scripting
Posted: Tue Feb 03, 2004 8:20 pm
by JHibbins
This is exactley the plan, I`m planning on keeping an xml file for each object containing its properties and scripting values, also each square on the map has a set of properties, with this system and object can be given a set of true properties from
<BREAKABLE>TRUE</BREAKABLE>
<WEIGHT>14</WEIGHT>
Etc Etc Etc
Also propertie led square and object management would be amazingly powerfull (too so)
I`m painfully aware i`m building an 'engine' that would be capable of a lot, but I don't think I wan't to build a 'dungeon creator' so much as a Very Very good dungeon game
I also intend to make the game .. NEVER ENDING!!!
Like the old elite, levels / objects / Monsters would download from my primary server as they are reached...!!! if its not made then a que would appear so another level would need preparing, the people just started would have a long way to go !! but the core would have the opertunity to have multiple saves and partys etc to buy their time..
I also would like many hidden features and bonuses
I wan't to include a lot of ideas from Diablo 1/2 with the objects so object can be matched etc... many good ideas in my head
I also have network code for multiplayer... i`m not that interested in this at the moment but ... you never know....
I need to give the engine enough brains to make interesting/clever puzzles than make the game fun to play, also sub puzzles to keep people busy and interested
Many Many Many plans, I`m intending to introduce them as the game grows, so level 1 may not have functionality etc but level 2 would, makeing everyone wait for level 2 to be complete before being able to play it, they would then download the level (patching the game) and carry on playing... all neet stuff !!
Best Regards
Jon
Posted: Tue Feb 03, 2004 8:43 pm
by Gambit37
Oooh, it all sounds very exciting and it's especially nice to see a demo so early in development! (Hint, hint, Madmunky & Wishbone....)
Posted: Tue Feb 03, 2004 9:18 pm
by Tymaul
When dungeon maker does come out - soon. i dont think you will be dissapointed.
Tymaul has been helping with dungeon-maker too!!
Posted: Tue Feb 03, 2004 11:32 pm
by andyboy_uk
Im looking forward to them both to be honest. Good luck to you both.
Posted: Wed Feb 04, 2004 12:24 am
by MadMunky
Poor tymaul
The thing with Dungeon Maker is Wishbone has been working on it for so long (on and off for around 2 years i think) with a big stop in the middle we just want to make sure all the good stuff is added before a release so people arnt disapointed and we keep coming up with new ideas which keeps delaying a release, but we have decided to stop now, just getting in the last basics to make it playable and fun to play (i.e. finishing monster stats and items etc..) which should be finished shorty and we can get a release out. We want to release we as much as im sure you want to play it
Posted: Wed Feb 04, 2004 4:00 am
by Jardice
I wouldn't worry about that Madmunky...usually the longer it takes the better the project is( At least most of the time it is from what I've seen).
So to both you and JB take as much time as you need...Just knowing that it's not dead is all I like to hear.. I can bear to wait a few more years.
Oh that reminds me....
*goes to trying to finish up some abanoned projects*