Please Include the Editors as Game-Play Tools.

We can use these "on the fly" right?

The question was raised in one of my posts in the Elemental Ideas forums (post Here) about the editors used in the game. We know some editors like the Building Editor can be used "on the fly" while playing a game. When you make a building you can chose to re-design every aspect of it if you want before you place it in game. You can also use the "Troop Editor" to custom make your armies from in game. You don't have to exit your game to design the building or unit. We're hoping the same can be said for some of the other editors as well. What about...

Magic Item Editor: In MoM you could use this while in game to custom design Magic Items as you make them for your heroes.

Spell Editor: We know we can use the Spell Editor as a Mod tool, but it would be Totally Awesome to be able to use this "on the fly" while in game to customize the looks of our spells from in the game its-self without the need to exit our games to design a spell.

Custom Spell Maker: I separated this from the "Spell Editor" because this is for mixing Spell Effects while in game. Not just changing how the spell looks, but literally making new spells. I have a Fire Spout Spell and a Tornado spell. If I combine them both I get a "Fiery Tornado" spell. It would be awesome to combine spells from in the game and make new spells without having to Mod them in.

Sovereign/Offspring Editor: We know we'll be able to customize the looks of our Sovereigns when we start a new game, but, it would be cool to have that interface available to be able to customize our Sovereign's offspring or heroes the same way when they join us or are born.

Being able to use the editors while in game adds a whole new layer to game-play even if it is only aesthetic. People care about their empires and troops more if they feel like they "made" them from the ground up. Think about Spore. The editors Were the Game in Spore. Even though all the other aspects of Spore are watered down the editors are not. This draws the player into the game more and customization always brings with it a better level of immersion IMO. Any official word on how these editors will be part of the game?

6,930 views 18 replies
Reply #1 Top

these are also known as the modding tools, which we know are going to be in.

Reply #2 Top

I certainly agree that 'tools' that can fit into gameplay give the most bang for the buck. In GC2, the ship editor was ENTIRELY in-game, and became a notable in most reviews. If it was purely a 'mod tool', those reviews probably would mentoned it as a side-though...if mentoned at all.

That said, we're having a much harder time finding clever ways to include the editors as game-features this time around. A 'spell editor' is great, but if it's an actual 'game feature', there need to be balance and limitation to prevent exploitation. For example, perhaps there is actual loot that has to be 'used' to influence the effect of the spell ('Heart of Ice Wolf' = +10 Ice Attack DMG). As of now, the editors are completely open to ANY values and combinations, which would have to be streamlined to make sense  (and, again, not exploitable) in-game.

Anyways, it's something were definatly thinking about.  I'll keep ya posted!

edit: I may have read too much into this post. Yes, we're going to jam as many editors as we can into the game itself (opposed to external EXE's).

Reply #3 Top

Most of the editors are built into the game.

Reply #4 Top

Quoting Frogboy, reply 3
Most of the editors are built into the game.
End of Frogboy's quote

Awesome! :)

Reply #5 Top

About that spell editor.

Different ingame events (spells, discoveries, research ++) could give karma that you could use in the spell editor.

 

A little cute spell like blessing could be "made" out of 10 karma points. Fireball would take 40 karma points. Then you have to deciede if you save for that expensive fireball, or if you go for a quick fix of bless that would help expansion early game.

 

just a thought! And dont focus on me calling it karma. I couldt think of a better name.

Reply #6 Top

And ofcourse the strength of spells like fireball could be increased by using even more karma.

Reply #7 Top

Quoting joasoze, reply 5
just a thought! And dont focus on me calling it karma. I couldt think of a better name.
End of joasoze's quote

Maybe "Mana" or "Essence". That would be a good way to balance the spell creation system. Have it cost Essence to create spells. The stronger the spell, the more effects or attributes you add to the spell, the more Essence it costs.

Reply #8 Top

Quoting Raven, reply 7

Quoting joasoze, reply 5just a thought! And dont focus on me calling it karma. I couldt think of a better name.

Maybe "Mana" or "Essence". That would be a good way to balance the spell creation system. Have it cost Essence to create spells. The stronger the spell, the more effects or attributes you add to the spell, the more Essence it costs.
End of Raven's quote

That's what i was thinking...a similar approach to the spell-creation system in Oblivion :)


Mike

Reply #9 Top

Quoting milksama, reply 8

That's what i was thinking...a similar approach to the spell-creation system in Oblivion.

Mike
End of milksama's quote

If you need a hand with more detailed balancing I'd be happy to volunteer my services. I used to design Spells, Items with Spell Like Abilities, and Skill sets for UO (Ultima Online). I have about 3 years actual experience designing these for use on the Official Servers as a GM and Seer.

Reply #10 Top

Just as long as the in-gaming doesn't restrict the values for out-of-game modding...... one of my big headaches in GC2 was that you had to go and tinker with unrealistically powerful ships in the XML becuase the ship editor was completely reality-based.

Reply #11 Top




Sovereign/Offspring Editor: We know we'll be able to customize the looks of our Sovereigns when we start a new game, but, it would be cool to have that interface available to be able to customize our Sovereign's offspring or heroes the same way when they join us or are born.


End of quote

 

Yes!

 

A common grip in GalCiv2 was the inability to change the color of your race (or other races).  Too often, one would find themselved halfway through a great game only to find two or more races using the same color, making it difficult to tell what was going on.

Reply #12 Top

In my post Populous in EWOM, how exactly do you want it? , I've suggested that "Map builder UI shows up allow gamer create/destroy map terrain tile & tile.   Cost is paid by essence." 

There should be pre-game option to enable/disable the Map builder or other editor.   Essence should represent the cost to alter reality.   The more you pay, the more powerful your Populous-like power.  

(A even crazier suggestion, make these editor(s) individually avaliable when gamer customize their race, before the game start.  For example, if a gamer want access to the Mapbuilder in game, he cannot research as many spells as other palerys.   EWOM should have more variety than just choosing faction, #of opponent and 4 victory conditions)

Effort should be spent on the main gameplay, the balance of these reality-alternating editor should not be too important.   Assign an essence cost, then the gamers can suggest appropriate cost balances.  A later patch can then be added to make those god-like power more balanced.  Just a suggestion

Reply #13 Top

Spell creation system as in Oblivion...? NOooooo! Playing with cost/range/power/critical chance/duration sliders, in order to create the most unbalanced spell, is something that I really don't want to see in this game. First, it's tedious for players to read through tons of topics, just to know if their spell composition isn't screwed. Second, balancing such monstrosity (system) is a task for true heroes (or fools). With sufficiently big selection of distinctive and meaningful (ie. no useless spells) spells, most players won't ask for anything more. Do I have to say, how easier is to balance such spells?

Reply #14 Top

Quoting red1939, reply 13
Spell creation system as in Oblivion...? NOooooo! Playing with cost/range/power/critical chance/duration sliders, in order to create the most unbalanced spell, is something that I really don't want to see in this game. First, it's tedious for players to read through tons of topics, just to know if their spell composition isn't screwed. Second, balancing such monstrosity (system) is a task for true heroes (or fools). With sufficiently big selection of distinctive and meaningful (ie. no useless spells) spells, most players won't ask for anything more. Do I have to say, how easier is to balance such spells?
End of red1939's quote

I don't think he means by that much of an extreme as in Oblivion. More like balancing costs. Say you pump up the damage of your Fire spell by 5 points. That will cost you 5 Essence. (or whatever number they decide) It's purely a mechanic.

Reply #15 Top

I am going to make soooo much crap with those editors.

Reply #16 Top

I would also like to habe the ability to use these editors to enhance my opponets or create new opponets while the game is going on.  For example if I'm winning I would like to go to the editor and add some bad guy units that invade (either through a portal or some other way) my lands that I would have to over come.

Reply #17 Top

Quoting Scoutdog, reply 10
Just as long as the in-gaming doesn't restrict the values for out-of-game modding...... one of my big headaches in GC2 was that you had to go and tinker with unrealistically powerful ships in the XML becuase the ship editor was completely reality-based.
End of Scoutdog's quote

Is there any good documentation on using the GC2 (I got all the suppiments) editors that you can access from the start screen?

Reply #18 Top

Quoting MagicwillNZ, reply 15
I am going to make soooo much crap with those editors.
End of MagicwillNZ's quote

Me to....me too. Troop editor and Spell Editor will be used the most by me unless the editors are just too much of a pain to use (which I hope not.) I'm no programer so I hope I would have to learn a programming language just to use the editors.