What would be really interesting...

Questions about how to create your own dungeons and replacement graphics and sounds.

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Esturk17
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What would be really interesting...

Post by Esturk17 »

Is if somehow stuff from DM2 could be used such as the hedges outside which could be used to make some really awesome games. Maybe even shops! Maybe even music one day... Heh sound's like a lot eh?
Esturk17
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I Suck

Post by Esturk17 »

:P
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cowsmanaut
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not a lot is happening..

Post by cowsmanaut »

Much of what you said has already been said and George is not around to comment on what's new in the forums.. so I wouldn't expect to much in the way of responses to most posts.

It's not like they are bad ideas or comments.. just no one to really make it a worthwhile topic right now.. be patient.. it'll pick up when George comes back I'm sure..
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beowuuf
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Re: What would be really interesting...

Post by beowuuf »

Lol, it's not a topic, but as Drake said, most things have individually been asked about before, and no George around to say which he feels he'll try

Others things that are/aren't like DM2 so far:

1) No smaller movement for creatures - no half steps, no multiple graphic movement planned
2) There is step lighting on fireballs, etc when cast, like DM2
3) No power bars when viewing items planned (majority including George prefer the mystery viewing items)
4) George himself liked the idea of pillars, etc. I don't know about tables, and trees/barrels, etc are just unmoving monsters without an attack, no no problem there.
5) There seems to be an override planned for multiple graphical sets for walls/floor/ceilings, so no problem having DM2 like scenes.

Umm, anyone think of other things known so far?

Suggestions:
Most DM2 things have been suggested if you check the suggestions forum, the big bad is that no one has got a graphics ripper, and screen capturing all the graphics is a pain. One day the graphics set might be available though...
The ambiant music has been mentioned, but no comment made.
Shops themselves might not be hard coded (on thing no one has asked about!), but something similar to the DM2 shop could be created in a dungeon using some background tricks with wall objects. Without a limit on items and levels, as long as one person takes the time to build up the complex system, there is no reason why this couldn't be available to copy and paste into the text files of anyone needing a DM2 shop later : )
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Gambit37
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Re: What would be really interesting...

Post by Gambit37 »

Hey, that's a really cool idea abou copying and pasting stuff - so obvious that I never even thought about it before. This would be a great way for dungeon designers to share only those puzzles that they want to (by posting up code fragments on a website somewhere), without other designers ripping off their work. Good thinking...
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beowuuf
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Re: What would be really interesting...

Post by beowuuf »

The only problem will be the unique object number needed for each item, and the positioning (unless the shop was initially desgned for level 256, 0,0, and after pasting was move). It would be nice if the final dungeon editor allowed text blocks to be inputed, and assigned the next concurrent number to the start of each line before pasting it into the main dungeon text. This would have to happen with a copy and paste function internally in the editor anyway.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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amaprotu
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Re: What would be really interesting...

Post by amaprotu »

"3) No power bars when viewing items planned (majority including George prefer the mystery viewing items)"

I think a lot of people are mistaken (or I am) about what the power bar actually did in DM2. As far as I can tell the powerbar is just a straight graphical representation of the power symbol used for the spell. This power symbol is already visible as text when you inspect an object, showing it as a bar would not reveal any more information. That said I do not believe it is necessary to have the reduntant graphical representation, when I first brought up the idea I hadn't realized that the powersymbol for potions was shown when inspected. It had been a long time since I played DM and not so long since I had played DM2.
- Amaprotu
Esturk17
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Sorry Didn't Mean To Be Rude!

Post by Esturk17 »

:)
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Gambit37
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Re: What would be really interesting...

Post by Gambit37 »

Beowuuf: the object re-numbering in the text files is a no-brainer. Although it's a bit fiddly, it's not complicated and is easy to change using notepad. Agreed however that modifying location offsets at text level is very annoying indeed - at the very least a visual representation of the map with the coords marked on it is required.
FoxBat
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Power Bars

Post by FoxBat »

Amapromptu, the power bars appeared not only on potions but on weapons and armor. It gave you an idea of how strong a weapon or armor was relative to another.
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