Posts Tagged ‘mod’

Torchlight Custom Level Part 3: Jungle

TorchlightPart3

The time to reflect on part three is upon us.  I had predicted that this section would get completed much faster than the previous one, the type of prediction that usually curses a project.  In most ways it did go faster than the previous level, even though the overall time I put in was probably more.  This level is both larger and more complex, so my previous experience helped keep development from getting out of hand (I will talk a little about that later).

I have to admit that it wasn’t as smooth as I had originally hoped though.  Most of this is due to SunkenTemple tileset, which comprises most of the level.  I thought the transition to this tileset was going to be a straightforward as was to move from the Crypt set to the Cave one.  It didn’t really work out that way.

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Torchlight Custom Level Part 2: Caves

TorchlightPart2The next section in my Torchlight dungeon is based in the caves tileset.  As the player leaves the crypt they travel through a cave that has some of the crypt architecture incorporated into the environment.  This section has moved along much faster than the first, but has been significantly larger and more complex.

I was also able to put the planning stages to better use during this section of the dungeon.  The cave section started out as an incredibly small sketch, one that I hadn’t given very much thought to when dreaming up the overall dungeon.  I had expected it to not be much longer than the crypt section, mostly just a way to get to the outside areas of the level.  It turned out to be much more.

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Torchlight Custom Level Part 1: Crypt

TorchlightPart1After playing through Torchlight I decided to try my hand at the editor (TorchED) in my spare time.  The editor is quite easy to get into, allowing for relatively quick creation of environments using the assets from the retail version of the game.  It also comes with a particle editor, logic scripting capabilities, and the ability edit and create a wide variety of other game objects.

So after a couple video tutorials and some plain old messing around I cobbled together a sketch of a level idea and dove in.  These short blog entries will briefly chronicle my progress over the next little while; I don’t expect this level to take too long to create.  I don’t plan on doing any sort of TorchED tutorial posts, these are more of a development diary for the mod.  Posted after the break are the plans and screenshots for the first section of the level.

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Spencer.Congdon @Gmail.com