Countdown: 3 days to release

More modding

If you're a game developer, you're going to appreciate today's video.

In most games (and by most, I mean, pretty much all) the in game art assets are pre-designed 3D models. That is, when you play Starcraft or Civilization or your favorite RPG, the "tiles" were put together with Maya or 3D Studio or some other modeling program.

The Kumquat engine, and therefore Fallen Enchantress creates its in-game assets through the Tile Editor (where the components were made with Maya and 3D Studio).  

This is a big deal for modders because it means you can create your own quests, goodie huts, improvements, terrain, etc. without ever having to load up a 3D rendering program.  Even better, it's super easy to use.

If you know a modder, show them this video. As a lifelong modder, this is the kind of tool that I always wished I could have so that I didn't have to...you know, have any art skills to create cool new stuff.

 

Visit www.elementalgame.com to learn more about Elemental: Fallen Enchantress

94,342 views 30 replies
Reply #1 Top

I love the editor here. I can't wait to start using it.

Reply #2 Top

So it exports XML?  Where do the graphics come from then?

Reply #3 Top

:drool: Ridiculously user friendly.  I can't wait to see what gets made with these tools.

Reply #4 Top

So if I were to implement a new city improvement, what would need to be done to get the AI to use it?  Will the AI be smart enough to look at the benefits and determine if it's a worthwhile investment or is there some sort of priority value that needs to be assigned?

 

Reply #5 Top

That blacksmith looks like he's having a tough time trying to chop that sword in half with an axe. I'm thinking a little job training may be required. v_v

Reply #6 Top

Great preview, except for the spider.

Reply #7 Top


So...all those little people...

I used to see them back in 0.951

But ever since 0.980 I haven't anymore...

What option are they attached to so that I can view them again??

 

Reply #8 Top

Quoting GFireflyE, reply 8
What option are they attached to so that I can view them again??

Pedestrians, I think.

Reply #9 Top

Quoting Publius, reply 9



Quoting GFireflyE,
reply 8
What option are they attached to so that I can view them again??


Pedestrians, I think.

I have nothing by that name in my options menu. X(

Reply #10 Top

You need to be running 64 bit to see them though

Reply #11 Top

Quoting parrottmath, reply 11
You need to be running 64 bit to see them though

That's just not fair.

I used to see them with 32-bit before. <_<

Reply #12 Top


It was due to memory issues... To save on memory they removed the options for 32-bit users.

Reply #13 Top

I'm really looking forward to playing with this and the map editor.

Reply #14 Top

Quoting parrottmath, reply 13

It was due to memory issues... To save on memory they removed the options for 32-bit users.

They could fix the memory leak instead. That would save memory too.

At least give us the option back. Just default them to be off, and let the 32-bit users decide for themselves if it's too slow.

 

Reply #16 Top

Quoting sirmathmansir, reply 6
That blacksmith looks like he's having a tough time trying to chop that sword in half with an axe. I'm thinking a little job training may be required.

Yeah, that was a bit entertaining... I wonder if it was deliberate?  Or is there just no hammering animation.

 

2 Questions.

1. Are the transform options assignable to hotkeys?  I can see using that interface for those types of things being a tedious PITA.

2. When these tiles are built, are they merely manually placed via the map editor?  How (if) do they get in the actual game, and perhaps even make them a purchasable block for when building cities?

Reply #17 Top

Very impressive, Brad.  Looks easy to use, varied in effect, and attractive.

Reply #18 Top

i just might give that a whirl.

Reply #20 Top

Looking nice. Don't think I'll be modding much, but who knows if it's this easy.

Reply #21 Top

Quoting Xan, reply 2
So it exports XML?  Where do the graphics come from then?

XML references the graphics files. It's essentially a bunch of steps but basically you have

Goodiehut (XML) -> Tile Design (XML) -> Tile Objects (XML) -> Graphics files (HKB)

The editor in the video is showing the step where you place Tile Objects in a Tile Design.

Reply #22 Top

frogboy, one question that ALL of us beta testers/pre-order/wom victims would like answered is

WHAT time of day will it be released at on the 23rd? 12.01 new zealand time?, 9am australian?, 9 am uk?, 9am stardock time, 9am hawaii time?

harpo

 

Reply #23 Top

Any chance Stardock would do an official Fall from Heaven mod port to Kumquat? :drool:

That would totally make my day/week/month/year...

I would even buy it as a standalone game...

Reply #24 Top

I can't tell you how much I wish this push for mod-ability had happened two years ago, right before I started going to school for 3d modeling / animation, since a primary reason was I wanted to be able to make art assets for games :) not that I'm not enjoying the subject, its just, I would have been really really excited for this two years ago, but now that I'm intimately familiar with maya and 3ds max, I'm only pretty excited about this. :D

 

Looking forward to the official launch!

I love Stardock, you guys are my favorite game developer!

Reply #25 Top

Hey-how does creating custom items work? I know earlier I heard it was a bi-less then fun to design a program that allows each and every unit to have a customizable inventory that was represented visually. Is item creation still easy-and can we use pre-existing models? Also-do you imagine in the future people will be able to release 3D "item packs" for modders to use?

Thanks!