What Exactly Are You Guys Doing
Posted 27 January 2005 - 01:12 AM
On that note, I was wondering if anyone would mind filling in some of the details from the FAQ I don't understand about what you guys are doing. I have to confess that I've never used or seen any of the existing editing tools for the Thief games or for Doom 3.
I understand that you're creating a library of textures, AI behaviors, scripts, objects and other common things an FM might want to combine together. Is that what mean mean when you say "tools"? What I'm confused about is the editor part.
You say you're writing and editor. But Doom 3 has an editor, so are you writing something completely different? Are you writing plugins for the Doom 3 editor or modding it in some other manner? Just curious, but does that involve writing stuff in their scripting language or do you get to use something more widely known like C/C++/Java/Pick a Language?
- Just a curious fan
Posted 27 January 2005 - 01:14 AM
Essentially what we're doing is making a total conversion of the Doom 3 editor. When we are finished it will provide FM authors with the tools they need to construct missions. It's likely going to be another year before we see the toolset released, but hang in there.
Posted 27 January 2005 - 02:05 AM
Posted 27 January 2005 - 03:07 AM
This is basically the same thing that game companies are doing when they are licensing an engine.
As for the tools. This is not THAT clear right now. Many things can already be done with the existing tools, because they are much more flexible then I thought. Of course we are still pretty much in the beginning, so we have to feel our way through. The first priority is to get the core game mechanics to working. This includes the lightgem, sound propagation, improving the AI, extending objective conditions and all these things.
Once we have the core gameplay working, we can focus on making this things a more or less smoot ride for others to use our assets to create thief style maps.
Thjis could mean that we just need to write a howto and explain how to set up i.e. frobable objects, or it could mean that we need to write a third party editor in order to setup things that are not supported by the D3 editors directly. Of course the ideal solution is to write plugins for the editor, which is possible, but I'm not sure if we have the tools for this, as Id didn't release everything. So I know that plugins can be written, because Id uses this as well, but if the interface is not available, we can not do it.
Posted 27 January 2005 - 07:43 AM
- Emil Zola
character models site
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