Moderator: Joe M.
Karl G. wrote:Xenimus: not enough items, world isn't big enough, boring to level and the new spell system isn't as much fun as the old one.
EJ. Thayer wrote:If you don't like it then Quit.
Rabit561 wrote:So will we be able to make levels as well Karl? I mean, hell the more people you have for making levels the bigger your game will be..
Joe M. wrote:Rabit561 wrote:So will we be able to make levels as well Karl? I mean, hell the more people you have for making levels the bigger your game will be..
We have talked about releasing level-building tools to players. We would like to do so post-Beta, but we haven't finalized any details yet.
Karl G. wrote:Anyway, here's a list of the new things that the Evidyon editor can support, as of today. Most of these integrate directly into what you all will see, some require a bit more coding (ex. swimming) but will definitely be implemented:
- arrows and other physical projectiles
- lights of all sorts, both ambient (day/night, sunrise/sunset, dungeon) and local (flickering torches, spells)
- mesh-based special effects (ex. the Fragor explosion)
- attaching special effects to objects, including items! sparkly swords, burning armor, dripping axes...
- "shadowed" areas of the map
- walls that can't be transported over
- secret walk-through walls
- swimming
Karl G. wrote:As far as releasing the editor goes, the way I am reassembling the game should make it really easy to release a public version that interested people can play with. Unlike the one I'm coding now, a public version would be able to create new maps just by loading the game file that's distributed with every client program.
Karl G. wrote:Xenimus: not enough items, world isn't big enough, boring to level and the new spell system isn't as much fun as the old one.
EJ. Thayer wrote:If you don't like it then Quit.
Karl G. wrote:
Yes, Wacoo is right.
Karl G. wrote:
Yes, Wacoo is right.
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