People are already modding Torchlight II without GUTS and doing really cool things. How do you hope players will respond to the tools? I really enjoy taking a little time to make long and difficult processes easier and automated. I enjoy having the freedom to work on little utilities I think up in the shower or as I'm riding the bus home (some of which end up being very useful, others. It does take quite a bit of time to design game and tool features around making them easily and flexibly moddable through editing game data, but it ends up being really fun to see what people come up with in the end and it adds a lot of longevity to the game.Īs far as enjoyment, I very much enjoy working with so many different part of the team and game. For Torchlight II, we already had a that work done, so I was able to go back and refine a lot of the rough spots and improve the tools in many ways without worrying as much about the train.Ī significant challenge when making these tools has always been engineering with modding in mind. We were laying track as the train was running across them, more or less. We hit the ground running and were making the tools as we were engineering the game. The original "TorchED" project was done in the same amount of time as Torchlight. What are some of the challenges you face when creating the tool set? What did you enjoy about it? Also, my Mom tells me Grandma wouldn't let her say "guts" as a kid, which I've always found amusing. I mostly wanted to differentiate the new version from the last and I like the mental image of being elbows-deep in the guts of the game when you use the editor. I also enjoyed the Nickelodeon show and dream of owning a piece of the Aggro Crag. Although later I think I was playing Shao-Lin's Road on the cocktail cabinet in the office and was amused by the protagonist saying "GUTS!" at the end of each level while flexing. The dry and boring story is that we compile the game source as a DLL for the editor which was originally called "core.dll" but that was confusing because we had another class called "core" so I changed the name to "editorguts.dll" at some point. We started this project with "TorchED" which was used for Torchlight, but we've made a large number of improvements and additions for GUTS. We use 3D Studio Max, Photoshop, and whatever Matt uses down in California for those. Pretty much the only things we don't use it for are model, animation, 2D art/texture, and music/sound creation. We use it to make most things in the game - Levels, skills, classes, monsters, items, spawn classes, balance curves, UI, etc. GUTS is the new version of our content editor we used to create all the content for Torchlight II. Tell us about GUTS! Does it stand for anything? How did that name come about? You will definitely want to bookmark this resource! New to modding? Here's how to get started with GUTS - the Torchlight II GUTS wiki that Runic Games have been working on. Torchlight II will then restart, synchronize and activate them before returning you to the game. When playing Internet games you will be able to filter modded games by mod combination in the lobby, and with a single button click, subscribe to those mods. Steam Workshop integration allows for automatic mod subscription and synchronization for any mods hosted on the Workshop. Torchlight II now fully supports Steam Workshop. Steam Workshop integration with Torchlight II Runic Games tried their best to make the process as seamless as possible, with a focus on allowing modded multiplayer games with a minimum of fuss. When playing modded games, you can view your mod history, any previously played mods, and the impact disabling mods may have on your character.Īlso a special tool was added to GUTS, a tool designed to convert pre- GUTS mods into the official mod format, with an eye toward making the transition much easier for our ambitious early modders. In addition, A new launcher lets you customize which mods are currently active. GUTS mods can be shared with your friends, and multiplayer games using mods can be found in the modded games lobby. It lets you modify almost everything about Torchlight II, from item and skill balance, to level layouts, animations, quests, and much more. GUTS is Runic Games' in-house development tool. In this content- and action-packed article you may be able to find some important information on what exactly GUTS is and how it can work for you. GUTS is a Torchlight II successor of TorchED for original Torchlight. Runic Games, after lots of packaging, tweaking, and testing, rolled out the new Torchlight II editor - GUTS, on April 1st 2013, more than two years ago.
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