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 Further Customization Capabilities

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Nahjor
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PostSubject: Re: Further Customization Capabilities   Sat Jan 10, 2009 12:08 pm

Magi wrote:
Ability to change the names of the spells/skills? Ability to change the intros/endings for the various mages? Ability to change the number of mages? (From the current number to 1, with it not asking what mage you want to follow if it's only 1)


Renaming spells is pretty much out. But the archmage things should be doable.
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Nahjor
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PostSubject: Re: Further Customization Capabilities   Sat Jan 10, 2009 12:22 pm

Zixinus wrote:
- Signs, if you use them, you read them.

- The ability to lay out more than one Knowledge Sphere on a single dungeon.

- Flagged doors that only open if another criteria was met, like killing a certain enemy or switching a certain switch.

- Using custom level names (like, not "layer 4" but "Torture chamber", etc).

Already done.

Zixinus wrote:
- Teleport circle/stone, depending on whether they work by simply stepping on them or using them. These will teleport you to a certain location.

- The ability to switch between maps by teleport, back and forth.

Should be feasible, bearing in mind that MG has no concept of persistence of levels; as soon as you leave one, it's chunked, and would be regenerated from scratch upon reentering it.

Zixinus wrote:
- The ability to make entities either calm or friendly by default.

- Fountains with costumizable amount of energy and the ability to "freeze" them, that is not changed when you drop a gem into them.

Definitely doable.
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Zixinus
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PostSubject: Re: Further Customization Capabilities   Sun Jan 11, 2009 1:04 pm

I know this might be a big bother, but would something like custom items be doable without too much fuss?

Like, a ring of infinite levitation with custom title?

EDIT:

Quote:
Should be feasible, bearing in mind that MG has no concept of persistence of levels; as soon as you leave one, it's chunked, and would be regenerated from scratch upon reentering it.


I could work with that.

However I have to ask: monster drops. Can they be edited or "assured"? Say, that you can change the percentage of how likely a monster is to drop an item? Or to specify what item would the dead monster drop?


Last edited by Zixinus on Sun Jan 11, 2009 1:09 pm; edited 1 time in total
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PostSubject: Re: Further Customization Capabilities   Sun Jan 11, 2009 1:06 pm

Zixinus wrote:
I know this might be a big bother, but would something like custom items be doable without too much fuss?

Like, a ring of infinite levitation with custom title?


Custom wearables are already done; the item you describe is perfectly doable. Smile
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PostSubject: Re: Further Customization Capabilities   Sun Jan 11, 2009 3:56 pm

Nahjor wrote:
Magi wrote:
Ability to change the names of the spells/skills? Ability to change the intros/endings for the various mages? Ability to change the number of mages? (From the current number to 1, with it not asking what mage you want to follow if it's only 1)


Renaming spells is pretty much out. But the archmage things should be doable.


Bah. No I've been slamming my head into this for a while, and there's just no simple way to set up changing the archmages around. I'll leave it on the list for later releases, but it's not going to be in the first version.



On the bright side, that was the last thing on the to-do list. Smile Beta info will be going up today or tomorrow.
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PostSubject: Re: Further Customization Capabilities   Sun Jan 11, 2009 4:04 pm

Nahjor wrote:
Nahjor wrote:
Magi wrote:
Ability to change the names of the spells/skills? Ability to change the intros/endings for the various mages? Ability to change the number of mages? (From the current number to 1, with it not asking what mage you want to follow if it's only 1)


Renaming spells is pretty much out. But the archmage things should be doable.


Bah. No I've been slamming my head into this for a while, and there's just no simple way to set up changing the archmages around. I'll leave it on the list for later releases, but it's not going to be in the first version.



On the bright side, that was the last thing on the to-do list. Smile Beta info will be going up today or tomorrow.


Would it be simple to allow the player to disable the archmages then? I'm planning on making Pirate and Pokemon mods, and I don't think either Pirates or Pokemon want anything to do with them. Very Happy

Zixinus' above question about monster drops is also interesting aswell. It was an edit to his previous post so I don't know if you saw it.
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PostSubject: Re: Further Customization Capabilities   Sun Jan 11, 2009 4:09 pm

Magi wrote:
Would it be simple to allow the player to disable the archmages then? I'm planning on making Pirate and Pokemon mods, and I don't think either Pirates or Pokemon want anything to do with them. Very Happy

Hmm. Yeah, I could add an option to turn off archmages. Were you planning on making these as a set of self-contained levels, or making them mods to the main game? If the latter, how would you see the end of the game going, without the archmages?

Magi wrote:
Zixinus' above question about monster drops is also interesting aswell. It was an edit to his previous post so I don't know if you saw it.
Ooo. Good eye, I did not see that. Smile Yeah, that's possible. You can tweak your mobs to create any item you want on their square, before they die.
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PostSubject: Re: Further Customization Capabilities   Sun Jan 11, 2009 5:06 pm

Nahjor wrote:
Magi wrote:
Would it be simple to allow the player to disable the archmages then? I'm planning on making Pirate and Pokemon mods, and I don't think either Pirates or Pokemon want anything to do with them. Very Happy

Hmm. Yeah, I could add an option to turn off archmages. Were you planning on making these as a set of self-contained levels, or making them mods to the main game? If the latter, how would you see the end of the game going, without the archmages?

Magi wrote:
Zixinus' above question about monster drops is also interesting aswell. It was an edit to his previous post so I don't know if you saw it.
Ooo. Good eye, I did not see that. Smile Yeah, that's possible. You can tweak your mobs to create any item you want on their square, before they die.


Sounds great. I meant level packs- but as far as archmage-less mod endings go I'd say possibly just making the end a predefined level with a custom boss monster and end script.
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PostSubject: Re: Further Customization Capabilities   Mon Jan 12, 2009 1:10 am

Magi wrote:
Sounds great. I meant level packs- but as far as archmage-less mod endings go I'd say possibly just making the end a predefined level with a custom boss monster and end script.


Well, if you meant level packs, you're in luck, as archmages have no bearing on those whatsoever. Smile As far as specifying custom boss levels...that's easier said than done. I'll poke around at it a little, but that may well end up being shuffled off for a later release.
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PostSubject: Re: Further Customization Capabilities   Mon Jan 12, 2009 7:13 am

The "boss" thing: that's why I asked for flagged doors. That way, setting up a boss fight can be relatively easy.

What would be more pointed is a costum-entity editor. I think that warrant a different program then the map editor, although it would be convenient for the two to be linked.
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PostSubject: Re: Further Customization Capabilities   Mon Jan 12, 2009 10:55 am

Well, there are pretty substantial custom entity editing capabilities now. I'd love to provide facilities for a completely-from-scratch entity, but that would require more changes to MG's base code than I want to contemplate. You can do special doors; they can be opened by key, by levers, by a mob dying, or even by entering a certain space. That's not the hard part about adding the ability to do custom boss levels. Smile I think I've figured out a way to handle custom boss levels, so that should be in pretty soon, here.
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PostSubject: Re: Further Customization Capabilities   Mon Jan 12, 2009 11:35 am

This is added, callout for beta has been posted.
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