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-   -   Any new information about the editor (http://www.reverieworld.com/forums/showthread.php?t=2746)

Wizaerd 04-12-2011 09:43 AM

Any new information about the editor
 
I'm way more excited for the editor, I love map editors for games, and was curious is Reverie Worlds had any more information they'd care to give out regarding it, it's capabilities, it's ease of use, etc...?

Skassss1 04-12-2011 01:21 PM

editor
 
It seems like a alot of work to me.

Alex Walz 04-12-2011 02:43 PM

We will put out some tutorials and hopefully release the editor to beta testers later on, but right now we aren't releasing any new information as the editor is currently be worked on.

With that said, I've tried out several prominent RTS editors, and DOF's is by far my favorite. By easily tweaking attributes such as scale, transparency, hover, pitch, etc. you can create just about anything - from usable custom staircases to breach-able custom walls. I think once the editor is released, testers will be very surprised to see what went into some of the detail work that looks like a solid object. I won't get into detail, but it's an incredibly efficient editor as well, allowing designers to save and load templates to reuse, copy and paste large segments of environment, toggle effects without any scripting to create something entirely new, and pretty much whatever else you can think of!

Here are two older showcases on the editor:
http://www.reverieworld.com/forums/s...ead.php?t=1306
http://www.reverieworld.com/forums/s...ead.php?t=1710

Wizaerd 04-12-2011 03:16 PM

Quote:

Originally Posted by Alex Walz (Post 49207)
We will put out some tutorials and hopefully release the editor to beta testers later on, but right now we aren't releasing any new information as the editor is currently be worked on.

With that said, I've tried out several prominent RTS editors, and DOF's is by far my favorite. By easily tweaking attributes such as scale, transparency, hover, pitch, etc. you can create just about anything - from usable custom staircases to breach-able custom walls. I think once the editor is released, testers will be very surprised to see what went into some of the detail work that looks like a solid object. I won't get into detail, but it's an incredibly efficient editor as well, allowing designers to save and load templates to reuse, copy and paste large segments of environment, toggle effects without any scripting to create something entirely new, and pretty much whatever else you can think of!

Here are two older showcases on the editor:
http://www.reverieworld.com/forums/s...ead.php?t=1306
http://www.reverieworld.com/forums/s...ead.php?t=1710

Yeah, I had seen those videos a long while ago, when they were first released. And it appears that mapping in general has been answered before as well, but what about thinks like custom skills? Custom spells? Custom units? Triggers? Camera control? Unit control, as it relates and pertains to animations? Cutscene capabilities? These are all the things I'm kinda dying to know... :)

Brian Shingles 04-13-2011 04:46 AM

Those topics will be covered in more detail in the tutorials we put out once the Editor is released, so I will just briefly summarise a few things that have been mentioned elsewhere.

There was some discussion of Triggers on DOFH

Triggers are written in the Lua scripting language which is, in my opinion, one of the easiest languages to learn.

Custom skills/spells can be created through triggering and you can do things such as summon units, fire projectiles or damage units in an area with a visual FX.

Custom units (i.e new models) is more a modding thing, but from the Editor you can change a unit's stats, name, scale, etc.

You can tell a unit to perform a particular animation available to it using the Perform function.

Cut scenes are fairly simple to make. In the Editor switch from Edit Mode to Cinematic mode. Use WASD and arrow keys to position the view you want. Press m to place a Camera Marker, type in a ScriptName for the camera when prompted. Repeat until you have enough cameras. Return to Edit Mode and create a trigger to use these cameras.

Here is an example of the code needed for a simple cut scene where a Guard welcomes you to a town when you move your Hero close enough:
Code:

local choice
Trigger.GuardWelcome=function()
        if Objects.Hero:DistanceTo(Objects.Guard)<256 then                -- Only do this once the Hero is close enough to the Guard
                CurMap:FadeOut(0.75)                -- Fade to black
                Wait(0.75)
                Objects.Hero:Idle()                -- Make the Hero go Idle
                CurMap:BeginCinematic()                -- Start cinematic mode
                CameraTrackLoop_New(-20,{Objects.GuardCam1,80,Objects.GuardCam2,80,Objects.GuardCam1,80})        -- Set up a simple 20sec loop, cameras zoomed in to 80% using camera marker objects you named GuardCam1 and GuardCam2
                CurMap:FadeIn(0.75)
                Objects.Guard:Perform(32,20,-1)                -- Tell the guard to perform his talking animation
                choice = CurMap:PlayChoiceDialog(1,nil,"GUARD: Welcome to our town, stranger",nil,"- Thank You","- Bugger off")                -- Save the player's choice of response to the Guard's dialogue for use later
                UIfxDialog()
                Wait(0.5)
                CurMap:FadeOut(0.75)
                Wait(1)
                CameraTrackLoop_Stop()                -- Stop the cameras from looping
                CurMap:EndCinematic()                -- Exit cinematic mode
                CurMap:FadeIn(0.75)               
                Wait(0.75)
                DisableSelf()
        end
end

If you don't want a looping camera, you can set either a static camera or a moving camera
Code:

        CurMap:SetCamera(Objects.Intro1,90)
        CurMap:MoveCamera(Objects.Intro2,90,-4,false)

MoveCamera will move from the current camera position to the camera object you specify, so it is often best to set a static camera beforehand.


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