Sophia wrote:In the case of DSB, it would be easier for all involved for me to just work with an artsy person to figure out some sensible default coordinates and a field of view, and implement dynamically scaled flooritems, pickableuppables, etc., out to that new larger field of view.
I would be happy to work with you on this. Bearing in mind my comments below!
Mon Ful Ir wrote: But RTC develops habits of thought, and dungeon designers are used to working with RTC's interface and around RTC's constraints. To someone accustomed to RTC, DSB seems dauntingly complex and you have to go back through that very first learning curve again
That is basically the problem for me. I've been tinkering with RTC for years. If I'm honest, I simply don't have the time to learn a new tool. I'd have no life if I started to learn DSB!
Soaponarope's sentiments pretty much match mine:
Soaponarope wrote:Working on creative aspects is something that is very fun for me; learning Lua is not. I don't know how much I will need to learn exactly as I've only just started playing around with the basics, but from other comments it seems programming experience is needed. I am quite interested in seeing what DSB offers, though on a first look RTC's better visual editing more appeals to me.
I'm exactly the same, and while I have some basic programming skills - even if I had the time to learn DSB - I'm hesitant to get into something which requires that mindset as it's simply not the way I think. I find it a huge challenge thinking in programming logic terms, as well as learning language syntax. Those barriers don't exist with RTC.
Soaponarope wrote:From playing the test dungeon it looks like some cool things can be done(and I'm sure many more) and I am glad to see an editor that pushes beyond RTC in it's limits.
There are few awesome things in DSB that instantly make it more attractive than RTC:
1) Default monster AI is far superior. And with custom programming, you can make any monster do anything.
2) Feature organisation: By virtue of including text files, you can keep small features in their own easy to find locations
3) Graphics organisation: being able to specify graphics in multiple organised text files, as well as one big icon sheet, is very cool. Once you start adding many graphics to a project in RTC, its tabbed menu system becomes unusable. I waste huge amounts of time trying to find things in those menus. (The whole "Scalings" taxonomy is just nuts.)
4) Being able to write text directly to a screen is very useful! In RTC, for scene setting stuff, if you want full screen stuff, you have to prepare the whole thing as a bitmap which starts to rapidly increase filesize.
Maybe the only way we can solve this is for people to work in teams: visually creative types can do the basic dungeon layout, basic mech, and any graphics required. A programmer type could then help out with anything complex that the visual person can't do. But of course, as we've proved several times already, everyone seems to prefer working on their own.....