Username:    Password:    Remember Me?         

Question About Editor Mode... - Reverie World Studios Forums

Go Back   Reverie World Studios Forums > Kingdom Wars > Main Square
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Display Modes
  #1  
Old 07-23-2010, 01:46 AM
Shadow Shadow is offline
Elven Sect:
Enchanter
 
Join Date: Jul 2010
Location: In The Shadows
Posts: 15
Shadow has a default reputation
Default Question About Editor Mode...

I've been playing a game called Age of Mythology since it came out in 2002... One of the main reasons I'm still playing it is because it has such an amazing editor mode... So I was wondering what exactly will the editor mode be like in this game, I know that we'll be able to use triggers and scripting but will we be able to move buildings wherever we please, create entire continents, make completely new and unexpected ways to play the game like the ones I've seen develop over the years in AoM... or will it be a let down like the AoE3 editor and Civilization IV were allowing minimal creativity and forcing you to use the very limited amount of resources given to you? Really hope this game meets my expectations
Reply With Quote
  #2  
Old 07-23-2010, 10:57 AM
Alex Walz's Avatar
Alex Walz Alex Walz is offline
Reverie World Studios - Former Marketing Director & Assistant Producer
 
Join Date: Mar 2007
Posts: 1,254
Alex Walz has extremely good reputationAlex Walz has extremely good reputationAlex Walz has extremely good reputationAlex Walz has extremely good reputation
Default

A lot of the developers behind Dawn of Fantasy started off as scenario designers for games like Age of Mythology and Age of Kings. So these games and their editors did play a significant role in the outcome of our scenario design editor. I may be a little bias, but I've used the scenario design editor for popular RTS games like Age of Mythology, Age of Empires III, Battle for Middle Earth, Rise of Nations, etc. and I'd have to say that our editor far surpasses all of them.

There may or may not be triggers. It's just not a big priority with everything else we are working on, but we may have a couple basic triggers. With that said, the scripting language DOF is based around, Lua, is incredibly user-friendly and easy to master. A lot of games, including World of Warcraft, use it, and it allows you to do so much more than simple triggers ever would.

The editor itself is very easy to use, and the game will ship with all the utilities that the official scenario scripters use, so there's really no limits to what you'll be able to do.

For a very basic overview of some of the editor's unique features, head on over here.
__________________
Alex Walz | Former Assistant Producer & Publicist of Reverie World Studios, INC.
Follow us on Twitter! Fan us on Facebook!
"The sky grows lighter my friends. The break of day should cheer the heart. But for us, sunrise brings only bloody war. Make thou ready. Defend my people well." - Prince Erian IV, Dawn of Fantasy
Reply With Quote
  #3  
Old 07-24-2010, 09:29 PM
Alex Walz's Avatar
Alex Walz Alex Walz is offline
Reverie World Studios - Former Marketing Director & Assistant Producer
 
Join Date: Mar 2007
Posts: 1,254
Alex Walz has extremely good reputationAlex Walz has extremely good reputationAlex Walz has extremely good reputationAlex Walz has extremely good reputation
Default

Haha, I think our editor might be a little too fun.

I was designing a new orc stronghold, placing logs to create makeshift steps down the mountain side to the dock when I placed a ship to see how much room I had on the dock. I opened up the ship's stats to get it in the right location, and I guess I got a little distracted playing with the stats because five minutes later, no progress had been made on the steps and the ship was now invisible, morphed in size, and upside down underwater.
__________________
Alex Walz | Former Assistant Producer & Publicist of Reverie World Studios, INC.
Follow us on Twitter! Fan us on Facebook!
"The sky grows lighter my friends. The break of day should cheer the heart. But for us, sunrise brings only bloody war. Make thou ready. Defend my people well." - Prince Erian IV, Dawn of Fantasy

Last edited by Alex Walz : 07-24-2010 at 09:31 PM.
Reply With Quote
  #4  
Old 07-26-2010, 01:06 AM
Shadow Shadow is offline
Elven Sect:
Enchanter
 
Join Date: Jul 2010
Location: In The Shadows
Posts: 15
Shadow has a default reputation
Default

Awwwws no fair I'm so jealous... what're the chances of the next beta having like a taste of the editor?
Reply With Quote
  #5  
Old 07-29-2010, 12:43 PM
Wizaerd Wizaerd is offline
Member
 
Join Date: Jun 2009
Posts: 33
Wizaerd has a default reputation
Default

My hope for the editor is supposedly having easy to use functionality for cinematic creation. Not so much for cutscenes in a playable map, but for machinima making... So far, every editor that offered this advanced functionality was a bear to work with... So I have high hopes for this one...
Reply With Quote
  #6  
Old 08-02-2010, 03:57 PM
Tamiel Tamiel is offline
Human Sect:
Swordsman
 
Join Date: Aug 2010
Posts: 81
Tamiel has a default reputation
Question

Now now what do i want...
  • continent Creation
  • Importing custom models
  • Plugins For importing/exporting from programs like 3ds max and maya
  • Easy crowed creation unlike AOM
  • Easily change unit stats
  • Maybe Change UI
Also i want to know If you can create continent creation Can you make custom campaigns Which run like the total war games
Reply With Quote
  #7  
Old 08-02-2010, 04:49 PM
Alex Walz's Avatar
Alex Walz Alex Walz is offline
Reverie World Studios - Former Marketing Director & Assistant Producer
 
Join Date: Mar 2007
Posts: 1,254
Alex Walz has extremely good reputationAlex Walz has extremely good reputationAlex Walz has extremely good reputationAlex Walz has extremely good reputation
Default

Quote:
continent Creation
Of course All of our strongholds/environments AND our world map were created in the same editor that will ship with the game.

The only thing that would limit 'continent creation' is that if you make a truly huge map, you will run into some lag, just like in any other game. But large environment and Civilization-esque continent maps are perfectly feasible.

Quote:
Importing custom models
Most definitely.

Quote:
Plugins For importing/exporting from programs like 3ds max and maya
No plugins required.

Quote:
Easy crowed creation unlike AOM
If you meant 'crowd,' then this is another yes. Units can be placed either individually or in battalions (usually of 10-15 units). So massive armies can be created with a relatively few number of battalion markers. Alternatively, using the editor's "Copy/Paste" tool, you can select to copy a square of units while not picking up any of the terrain/elevation/water/etc, and paste the units to create a large, if not repetitive, crowd.

Quote:
Easily change unit stats
Yup. Unit stats can be changed without any knowledge of triggers or scripting. And we have a lot of stats you can play with including height, width, length, opacity, hover, speed, LOS, etc. as well as dozens of attributes that can be modified on FXs to create an entirely new effect. All without triggers/scripting.

Quote:
Maybe Change UI
A bit more complicated, but if you're familiar with the Lua script language, this should be very doable. If you just want to change the graphical backgrounds on the UI, you can do this simply by overwriting the appropriate images. You may also be happy to know that DOF's textures don't deal in any obscure formats like AOM's .ddt. We use .dds, which can be read with programs like Photoshop and Paint.NET with no plug-ins required (although, last I checked, Gimp does require a simple plug-in to read this format).

You can make both single-player and multi-player scenarios and campaigns. I'm not too familiar with the Total War gameplay, so you'll have to elaborate before I can make a comparison.
__________________
Alex Walz | Former Assistant Producer & Publicist of Reverie World Studios, INC.
Follow us on Twitter! Fan us on Facebook!
"The sky grows lighter my friends. The break of day should cheer the heart. But for us, sunrise brings only bloody war. Make thou ready. Defend my people well." - Prince Erian IV, Dawn of Fantasy
Reply With Quote
  #8  
Old 08-02-2010, 07:59 PM
LiTos456's Avatar
LiTos456 LiTos456 is offline
Reverie Moderator - dofsource.com Ambassador
 
Join Date: Mar 2009
Location: Local Disk C:\
Posts: 1,675
LiTos456 has a spectacular aura aboutLiTos456 has a spectacular aura about
Default

Click here for epic editor screenshot

I miss Bryan.
__________________
ATTENTION NEW MEMBERS: Please read "Posting and YOU!" and the forum's "Code of Conduct" before making any posts.
Please read the official FAQ thread before asking any questions! If you don't find your answer use the search function!
If you have questions about the beta, please check the official beta questions thread before posting anything!
Don't bump old threads, don't spam, be nice and enjoy your stay.
Reply With Quote
  #9  
Old 08-03-2010, 05:27 AM
Tamiel Tamiel is offline
Human Sect:
Swordsman
 
Join Date: Aug 2010
Posts: 81
Tamiel has a default reputation
Default

Quote:
Originally Posted by Alex Walz View Post
You can make both single-player and multi-player scenarios and campaigns. I'm not too familiar with the Total War gameplay, so you'll have to elaborate before I can make a comparison.
The player takes a role equivalent to the head of one the three great Roman houses at the time; the Julii, Brutii, and Scipii. Each of these factions has a different set of attributes and initial objectives. After a winning campaign as Romans (or using a simple mod) it is possible to play with other factions and take on a role similar to that of Hannibal, the brilliant Carthaginian general during the Second Punic War or the Gallic warlord Vercingetorix. Gameplay consists of a combination of turn-based strategy and 3D real-time tactical battles. The 3D real-time action is uniquely different from most standard RTS games in that tactical maneuvering is critical to success whereas most RTS games take no account for the direction units are facing, flanking movements, breaking of lines, etc. The tactical module addresses the criticism of unrealistic mutual blood baths in other RTS games (units will "rout" in Rome: Total War).[3] The high-quality 3D graphics engine is able to render over thirty thousand men on a single battlefield. The strategic and tactical modes integrate such that the landscape for the battles is the same as seen on that particular spot on the strategic map where the armies meet. Each unit has its own type, stats, armour, weapons, and upgrades.
The game is similar to its predecessors, Shogun: Total War and Medieval: Total War, although there are some changes to the mechanics of sieges and city fights have been added. Most notable is that players now move their units with movement points; in previous games units were moved by territory.
Armies can be built to conquer nearby provinces; to conquer a province, you must capture its settlement. Fleets at sea can also ferry troops, and blockade enemy ports, thus cutting down income from trade. While doing so, players can build certain buildings within their cities to move up through the tech tree to train more advanced units, increase a province's income, and/or keep the population happy. The ultimate goal is to conquer 50 provinces and capture Rome, thereby becoming Emperor.

(copyed and pasted from the rome total war Wikipedia page)
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is On
Forum Jump


All times are GMT -6. The time now is 12:04 AM.

ESRB Rated T
US/CANADA
PEGI 16
EUROPE
USK 16
GERMANY

privacy policy   |   Copyright © Reverie World Studios INC.

Kingdom Wars and Reverie World Studios are trademarks of Reverie World Studios, Inc. Developed by Reverie World Studios, inc. All Rights Reserved. All other trademarks are property of their respective owners.
Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.