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azombie
Village Dweller
Joined: 03 May 2002
Posts: 17
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I am curious to hear from any developers who have used both the dungeon siege editor and the elder srolls construction set, I don't have enough time to learn both, and am wondering, besides the obvious differences in the types of game engine, if 1 has any distinct advantages over the other, bugginess, ease of use, etc. Just a basic review of both of them with sort of a compare and contrast essay format would be nice. |
Sun May 12, 2002 6:23 am |
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Danicek
The Old One
Joined: 15 Dec 2001
Posts: 5922
Location: Czech Republic |
Moved to Plug-in forum.
Possibly you will get more answer in forum of community that is using this kit. |
Sun May 12, 2002 7:39 am |
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azombie
Village Dweller
Joined: 03 May 2002
Posts: 17
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OK, Here is what I know so far about both editors:
Dungeon Siege Editor: Tile based map building system, so you can build pretty much whatever you want you map to look like very easily once you know what all the nodes are. You can add monsters to the map and they have certain attributes to them like hp, armor class, aggressiveness, and you can script stuff on triggering events like hitting switches and buttons and picking things up whatever you can attach a trigger to. Not really sure what is going on with dialog or economic system.
The Elder Scrolls Construction Set: Very similar to the tribes2 editor as far as the map is concerened, you have objects that you can build together to make indoor things that you can move around just like in the tribes2 editor and then you can add in monsters and equipment etc. There is a scripting system that works in conjunction with a database so you can create a whole dialog full of INFO pieces and attach them to NPC's and create meaningful dialogs. The terrain editor is like the tribes2 editor and you can edit the terrain, add water, and everything you add into the world gets loaded into this database. The database can be incrementally updated and that is how you can add plugins to the morrowind world. You can add your own races, guilds, adventures, etc with a little work. To create your own world is actually a little more difficult but possible.
both of the scripting languages are fairly similar so the learning curve is apparantly threefold
1) learning the interface (placing tiles, moving objects, etc)
2) learning the tilesets/objects (there are a HUGE number of objects/nodes in both games, thousands of them between both games)
3) learning the scripting objects (attributes of various ingame things like npcs, monsters, loot, items, dialog, etc)
overall both seem very well put together and caused me far less headaches than the tribes 2 editor which was a little touchy to say the least. Kudos to both teams! |
Wed May 15, 2002 9:07 am |
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