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Level Editor - Custom Scenarios + AngelScript

Suggestions for what Wasteland 2 should or could include.

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Level Editor - Custom Scenarios + AngelScript

Postby Sxerks » March 11th, 2012, 10:00 am

A games longevity usually comes down to 2 things, multiplayer and Customization.

Since this will probably be single player & turn-based, multiplayer doesn't enter into the equation.

But customization does, look at recent games like Minecraft which sold cheaper Alpha versions prior to it's release. Because of the modding that game will have a long life. And other games like Doom, people are still making WADs. And Thief, people are still making Fan Mission with an outdated graphics engine and editor.

If the developers were to show that the game isn't just a "play a couple of times with different party members or tactics, and then never play it again" kind of game, there would be a broader interest in the Kickstarter.

And that would be to have a Level Editor so that users could make custom scenarios, which would include Maps, Items, Weapons, Skills, NPCs, Dialog trees and Flags. Also a custom scenario loader would be need to make it easier for end users to load other people's levels.
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Re: Level Editor - Custom Scenarios

Postby Tanglebones » March 11th, 2012, 1:10 pm

Sxerks wrote:And that would be to have a Level Editor so that users could make custom scenarios, which would include Maps, Items, Weapons, Skills, NPCs, Dialog trees and Flags. Also a custom scenario loader would be need to make it easier for end users to load other people's levels.

Since the game is releasing through Steam, InXile could take advantage of the Steam Workshop, which would save them the cost of developing their own loader. Of course, that'd mean that folks with Linux would have to use some walk-around (assuming there's a Linux port), but folks with Linux are probably going to be pretty technically proficient anyway. I guess talking about the loader indicates that I very much hope that InXile will release development-quality tools for editing the game.
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Re: Level Editor - Custom Scenarios

Postby shamroxor » March 12th, 2012, 1:10 pm

Brian Fargo just Tweeted that mod tools would be considered if funding is reached and by how much.
I'm actually hoping if they pull this off we could be in for a few more adventures released in a shorter space of time using the same engine ala Gold Box.

Now as great as some user created mods are;
Would player created adventures reduce the likelyhood of the gang getting back together to do 'official' games?
Would it be better, as what is planned to happen with Eschaleon 3 to release modding tools once the engine is ready to be retired?
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Re: Level Editor - Custom Scenarios

Postby mbpopolano24 » March 12th, 2012, 4:15 pm

Amen to that. If the game will be any good (and we all assume it will), having a huge fan-base providing new levels, new adventures, and new mods will probably be the #1 MUST. Look at FO3/FNV, even after years they are still active and popular with hundreds of fan-made files to explore.
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Re: Level Editor - Custom Scenarios

Postby RussianNeuroMancer » March 13th, 2012, 10:14 am

Open engine may help a lot to mods community - any limitation of engine may be removed, any bug may be fixed without dancding around IDA and binary patches.
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Re: Level Editor - Custom Scenarios

Postby SXX » March 13th, 2012, 10:22 am

Even if game will be closed source you developers can use formats which allow easy game modification.
Not like Fallout 1/2, but like Bethesda games or Total War where anything can be scripted of modified.
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Re: Level Editor - Custom Scenarios

Postby RussianNeuroMancer » March 13th, 2012, 10:42 am

SXX wrote:like Bethesda games or Total War where anything can be scripted of modified
Anything can be scripted or modified without any limitation? No one limitation, no one bug in script engine, really?
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Re: Level Editor - Custom Scenarios

Postby Treewyrm » March 13th, 2012, 3:49 pm

I absolutely agree with the original poster.

As a backer of the project one of the thing I would definitely like to see there is modding capability. Perhaps not at release, may be after, but it is certainly a great thing to have. It extends lifetime of a game way beyond normal retail shelf life, surpassing operating systems they were coded to run at, and hardware they were designed for. It's a truly amazing aspect of PC gaming and one that Wasteland 2 can certainly use.
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Re: Level Editor - Custom Scenarios

Postby purplespud » March 13th, 2012, 8:16 pm

Modding and a Level Editor are a lot o' work and projects in and of themselves so indeed.. if the funding gets up into the tremendous success range we should lobby for this. Great ways to make your customers and fans loyal(er) and happy(er) campers.

UPDATE: With funding already at 100% (WOO-HOO!) then there is breathing room for the development team.

There is a poll already... viewtopic.php?f=12&t=336

Mod Kit ... I am assuming that they mean Mod the Game?!?
“Relax. They're not going to kill us. They're going to TRY and kill us.
And that is a very different thing.”
~ Steve Voake, The Dreamwalker's Child
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AngelScript gameplay, dev tools, map & dialog editors

Postby Janusz » March 24th, 2012, 12:39 am

Hi,
Fallout 1 and 2, was modded for many years. Why not help the modders and do not provide the tools with which designers will create the game?

Dialog editors, map editors allow expansion of the plot.

AngelScript allow expansion of the gameplay. Here some examples of my mod created with AngelScript:
http://fonline.ru/forum/showthread.php?t=19834
http://fonline.ru/forum/showthread.php?t=19850
http://fonline.ru/forum/showthread.php?t=19890
http://fonline.ru/forum/showthread.php?t=22536
AngelScript is scripting language based on Java and C++, so it is easy to learn, becouse in web is a lot of java and C++ 101 lessons. http://www.angelcode.com/angelscript/

Also if transfer mechanics to scripts is impossible, it will be nice to proide Wasteland 2 as open source. Jagged Aliance 2 is open source, and thus fans making mod 1.13, which significantly expands the gameplay.

Think about moders, and future! :)
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Re: AngelScript gameplay, dev tools, map & dialog editors

Postby cerberix » March 24th, 2012, 1:09 am

You're right - modding is a future live game, I wounder if Wasteland2 team will allow to mod game. Please think about it. :)
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Re: Level Editor - Custom Scenarios + AngelScript

Postby BastianW » April 2nd, 2012, 2:37 am

Just saw we are not alone with that idea :-)

There is a Idea Vote for it already added:
http://goo.gl/mod/cm6G
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