Welcome to Dungeon_Editor ver 1.2.1.8
This program assists the game designer to build levels that eventually are
displayed in real 3D. The editor has many features integrates
This is a work in progress, so updates/feature enhancement will occur rapidly.
Email me for features desired.
When you start the editor, a splash screen will display. Hit spacebar to
continue.
The editor will then prompt for you to select an existing dungeon file (*.DNG)
and will display all 8 levels at once.
Shortly an isometric 3D preview will be seen. You can then select a ICON from
the available ones (30 in all)
Once that icon is selected, the editor lets you know the name and picture
of it. Paint the tile onto an existing level by simply
left clicking onto one of the 64 (8x8) grids. The 3D display will automatically
update.
If you wish to create a new dungeon, then select the green menu item that
displays "Create a New Dungeon" Type the new filename
without any dng suffix. The program adds that later. Your blank level will load
shortly and gets created in the directory.
You may either SAVE, CLEAR all levels or QUIT at any point. Quitting does NOT
save your work.
If you wish to load another dungeon, then select that one anytime. The
correct dungeon loads and the active level displayed in 3D is level 1.
To select another level (make sure HALLWAY icon is selected) click on any black
hallway grid on any level to make that one active. The 3D
will auto update as usual. You can edit any level at once, and the 3D preview
will be correct.
3D Preview
This added functionality is there to let you preview the level in a pretty
close to realistic mode as possible. Note there's no collision
built in now will there ever be. You start off with Fog Off and the camera is
displayed over the level. If you want to hover over the level
then use the arrow keys to move. Hit the "-" key to "go
into" the level and see a more realistic view. Hit 'F" to create a
foggy and dark
dungeon like environment similar to the remake. Hit 'F" to toggle
Fog/ambient light on/off.
Known issues -
The 3D preview only displays Doors, Corridors and Walls. Future updates will
have ladders etc... I do not believe I will add other stuff
like fountains, orbs because this is simply a preview to check navigation in 3D.
The actual U4 format is designed as a 8x8 matrix - so why are there 14x14
grids in the 3D view?
I decided to expand the 8x8 to 14x14 so it will overlap and flow better. Ever
see the dungeon maps on the internet?
You will find everyone NOT display maps in 8x8. This is used in the remake, but
the only difference is that during navigation
whenever you get to a edge of a level you don't see blue sky but you are
"teleported" to the first tile across so it all looks seamless and
depending on how smartly you do this, an 8x8 simple design can be very hard to
find your way out or be made very easy.
I am not aware of any bugs in the editor at this point. I am sure someone
will point out a quirk or two. I have included the source code
but it will be of use to those who do darkbasic pro programming. This program
took me 2 days to write however, I tried to make it as polished
as possible.
Changes from the original U4 regarding mystic altars. In this game colored
stones can be found in Altars in Dungeons. When you place a red stone
in a level grid, that automatically becomes a searchable altar. Stones can also
be placed in world (on surface WORLD) and in towns!
Remember you need all 8 stones, the candle, book and bell. Those cannot be found
in dungeons except the colored stones.
Is this remake's dungeon files compatible with the
original game?
In short yes and no. I believe they will play to some extent, but I
did change a few subtle things like the $hex values for stones vs. altars in U4.
There will be more "bytes" used in my game so if the file loads into
U4.exe then you're doing well. It was never meant to go the other way. Also, I
did not implement those "rooms" between levels - that I found idiotic
that they programmed that in. You can however edit original U4 files and they
will be updated in the editor and made playable.
How does one incorporate custom dungeons
in the remake?
Here's the answer -
Refer to file dungeon_links.ini
- contents of file -
**This holds the locations of all dungeons **
SRC_area
<-where avatar must be in order to access dungeon
DEST_area
<-Dungeon Name to go to (*.dng)
Music
<-Dungeon music to play while crawling
Coord_in
<-yyy,xxx coord Where dungeon is located
Coord_out
<-yyy,xxx coord where you end up upon exiting dungeon
Message
<-Message to appear when entering this dungeon
BLANK LINE line with ****'s
***************************************************************************************
WORLD
COVETOUS.DNG
Halls_Of_Doom.mid
027,156
027,156
:Prepare Avatar,:evil lurks within:these depths!:
- end of contents -
To link Covetous (COVETOUS.DNG) map to britania, you need to specify the
following data:
First line - WORLD defines that starting place is Britania (refered to as WORLD)
Next is the actual *.dng file to link (type exact filename). You can even
specify a unique MIDI file
to play.coordinates where dungeon is located - format yyy,xxx, followed by
coordinates avatar
goes to upon dungeon exit (format yyy,xxx,). Then a simple 1 line message. IF
you want to
specify a CR (new line) then use the COLON ':' formatter. For example
:Prepare Avatar,:evil lurks within:these depths!:
will display as:
Prepare Avatar,
evil lurks within
these depths!
Then finish with a blank line of "*" - just copy/paste
and 'eof' must be present at the end of the file to delimit an end of file
marker.