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New Editor Screenshot (I'm getting there!)

PostPosted: Thu Jun 11, 2009 5:56 pm
by Karl G.
Image

So it's still in-progress, and yes those trees are huge. I wanted to show approximately where I am right now so you all know I'm still alive =)

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Thu Jun 11, 2009 9:08 pm
by Joe M.
damn thats sexy.

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Thu Jun 11, 2009 11:59 pm
by Karl G.
It can get a lot moreso, too :) This is just my little demo that takes about...3 minutes to build from scratch. That's how easy the new editor is! Plus it lets you draw right in it and do all sorts of fun things. When we meet next in person (I'm in town tomorrow all day and back on the 22nd!) I'll show it to you :D

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Fri Jun 12, 2009 12:41 am
by Rabit561
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..

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Fri Jun 12, 2009 8:36 am
by Richard. UK
wow....let me get hold of it! lol!!!! :P

i'm so excited now it looks so sexy... like joe said! :P
the trees the water the land the edge of land to water, the grass the scaling....everything....and this is still in progress too¬!!!? :O

P.S sorry my fingers got so excited i pressed so manny keys the same twice without realising lol!

Richard

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Fri Jun 12, 2009 1:18 pm
by Joe M.
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.

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Fri Jun 12, 2009 1:31 pm
by Rabit561
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.


Great.. I mean, well the tool doesn't have to be public, but I think you should give it to a few alpha testers.. Couldn't hurt

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Fri Jun 12, 2009 2:29 pm
by Karl G.
Yeah, there's still a lot more to do on this editor--I'm adding a special FX editor tonight and if all goes well I want to release a few videos. I'll be going away on vacation until the 22nd, so I will be out of touch until then. All the more reason to get this finished up before-hand :)


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.


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

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Fri Jun 12, 2009 9:20 pm
by Vapore
That looks so damn good.

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Sat Jun 13, 2009 4:53 am
by Richard. UK
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


I read this and nearly had a heart attack.... Can I say O-M-G ?


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.

Could I just say Karl that I don't know how this is going to be handled but will this give each and every "public" player a chance to see where everything is in the game using the editor?, just a thought although as I say i'm not particularly sure how this is going to be handled exactly! or at least allow everyone to input something that is interested then you make a decision (without telling anyone) that you are using their content, I think this way it means there is something new to find even if you have submitted it as a public player as you won't know if your content is being used or something, I don't know but what I do know is....this editor and effects sounds so so promising!!

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Thu Jun 18, 2009 3:35 am
by WACOO
Karl, what Map Editor are you using?

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Thu Jun 18, 2009 5:35 am
by Joe M.
one that he's made himself.

Re: New Editor Screenshot (I'm getting there!)

PostPosted: Thu Jun 18, 2009 6:35 am
by WACOO
oooo, thats hardcore