Introduction
To all people that want ToME3 to exist. This will be the place to be.
I have heard the call and now I am gathering good willed people to help the project. Everybody that wants to help should put her/his name here as well as registering on the mailing list. If your name on the ML is not the same as here please say so too, to make it easier.
I will list stuff that require help. People are encouraged to register in all categories they think they can help. Then in a few days I'll start assigning people tasks, because with many people this will be the only way to get things done in a good order.
What we need the most is game content, balancing is important but not that much either, we must first flesh out the game and then balance it.
Stuff to do
Please list your name in all the categories you can help with.
Monsters
Description: Low levels (1 to 35/40) are quite well filled, but the rest needs to be done. Some monster races are not existing at all. Each place must also have it's own list of monsters. To help here you must be able to make up new monsters, in theme, and make them "fit" nicely in the place they should go (dungeon, forest, everywhere, ...)
People registered:
- Gwai
- Vstat
Objects
Description: Armour/ring/amulets ego items (rings and amulets are always ego items, the base types dont have any powers). Most base object types are complete, egos are now needed. To help here you must be able to make new items/egos, in theme. You do not need to be able to code, although this cant hurt if you want to give objects some special functions.
People registered:
- Gwai
Quests
Description: There are two types of quests, the plot quests which I (DarkGod) mainly handle and the "other" quests which are there to privde entertainment, objects, a reason to go somewhere or simply make the game feel alive.
People registered:
Module Scripting
Description: Creating the remaining skills/abilities, the player races/classes and so on. To help here you must be able to code in lua (and knowing the engine already is a plus ;> ).
People registered:
Map/zone design
Description: Create towns, maps, special levels, design zone general feeling, make new terrain fetures.
People registered:
ReenenLaurie (do I put my name here, or does others?)
Engine Bug Fixing
Description: Fixing the big bugs in the engine so that modules can go on their merry way.
People registered:
Playtesting
Description: Playtest races/classes, stuff, monsters, ... This means you just need to actually play the game. To do this you need patience and well mostly goodwill
People registered:
Thanks to all people that will help!
Talk
MadMonk: Willing to help on non-coding stuff. I already posted on the jobs page about the Dialogue writer. Took a look and it seems to be fairly simple. I can always ask questions if I get stuck!
NerdanelVampire: If nobody minds, I'm registering only in the engine bug fix category. I have my own module that has turned out to have a more fundamentally different approach to the main module than I thought.
EtMarc: I put myself in module scripting, even though I don't know if there is much missing there. But I will be happy to help if there's a need.
Gwai: I don't know anything about mapmaking though I suspect I can learn if need be, but for starters I've just put myself down for the writing categories. Have to admit I'm a bit allergic to wikis, but I'll get over it. Until then, feel free to bash me on the head if I'm being unattentive to something important that's on the wiki.
DarkGod: Monsters/Items is not just writting, it is also design of monster characteristics. Monster design is the thing we really need the most BTW
BucketMan: After building a few maps last night, I've started to think that monster design needs to relate to level and dungeon design. For example, last night I made a map for Erebor/Smaug's lair, and found myself thinking, 'Ok, Smaug needs to have lava and wall disintegration ball/breath attacks. That, and the rest of this place should mostly have spiders, bats and maybe some ghosts of fallen dwarves.' Similarly, I built maps for Khazad-dum, and some of the maps lend themselves to 'lots of orcs, espcially orc archers with AI's that mostly stand their ground and fire, plus some big strong trolls.' So...I'm adding myself to monster design, but since I'm already doing levels and quests, if possible I'd prefer to not have to build entire monster lists. Gwai...how comfortable are you with planning to learn how to build monsters? For example, if I say 'I need five species of trolls of varying toughness, from levels 35-50, with mostly melee crush attacks, but maybe give one or two spiky club that does piercing damage, and maybe one or two with ranged 'boulder throwing' attacks that they don't use often. They should be generally slow relative to dungeon level, but stagger it up a bit. Defense should be somewhat varied by damage type, but in general give them lots of armor, good resistence with one physical type that they're very susceptible to. Give the nastiest of them wall crushing, but otherwise no special abilities.' If I give descriptions like that, will somebody be able to produce the actual monster lists?
GwAi: If those are still made through text files that work the way the ones in 2.x do, then I think I know what's involved and if I need examples, I gather I could look at the monsters that are already created for formatting. Still, I haven't done it before, so I'd probably screw something up at least once ;). I'm not wedded to monster creation though, at all. If there's something else that would be better, that's fine with me. Whatever is helpful really.
BucketMan: For the matter, do we have someone willing and able to create custom monster spells? For example, Smaug's lava-breath/ball attack that I described above doesn't exist. Sure, there are automated ball attacks, but I had in mind something that would leave a pool of lava terrain. Or, my spiders. I was thinking it would be nice to have them shoot webs that leave a temporary sticky-web terrain of variable radius. Again, no such monster spell exists. This sort of thing leans generally towards 'cody' and is probably a bit much to foist upon Gwai. Any takers?
EtMarc: I can do custom spells if you need it. I had to do a lot of them for BOB, so I have a lot of practice in that aspect.
DarkGod: I will fill in the gaps too if needed
Oh and I have added yet an otehr category: playtesting. This requires just goodwill
ShoOb: yay, count me in for that
ElCuGo: I would like to help, I can do C and Lua, though I don't particulary love either.
Is there going to be randarts? I would like to code that system for my mod and it would be better if it was useful for ToME. I can also do UI and other subsystem work. Meanwhile I added myself to bug fixing.
BucketMan: So far as I know there are no plans to implement randarts in the engine, or for the ToME module. You might talk to Nerdanel. She's been saying for a while that she'd like to have a system to use for Zothiq.
JackLohman: Since I don't have much of a social life (been a gamer geek for 20 years) and don't work (disabilities) I have loads of free time and with a new computer that can run ToME 3 properly, I'd like to help where I can. Unfortunately my coding skills aren't great but I spend loads of time every day playing games. I have put myself down as a Playtester.
ReenenLaurie: Whoaa... I've not been here for AGES... but I'll be willing to help with the Maps... I want to know... Did anybody create a decent map editor yet? Also, where do I join the mailing list?
BucketMan Hey, Reenen! Welcome to the bunch. No, no map editor exists for T3. I don't anticipate that there will be one. For mailing list info try here. If you have any questions about map making, let me know!
ReenenLaurie: Good to be back!
See IdeaArchive/Other/Map_Tool I've created a rudimetary tool to make the life a little more colourful, but only for Excel - the .exe I can recompile for most platforms. But the macros etc. in the .xls file will only work on excel (which afaik works fine through wine, and there is existing versions for apple). BucketMan: I get 'run time error 438' when I run the macro, but I'm using an old version of excel. Also, just a caution: symbols associated to terrain features are not universal for all maps. For example, in Lothlorien, 'b' is the council of ruling, in Bree 'b' is the Bree Mayor, in Khazad-dum 'b' is used for pre-lit, minable stone walls, and in the Bree Thieves quest 'b' is used for open floor with bandits.
ReenenLaurie: I am using Excel 2003. You can change the formatting on the Formatting tab in the workbook, and then it should colour it the way you specified it. You can insert as many formats as you want, as long as you put the formatted object in column B. I am assuming that the object that I reference (probably Application.ReplaceFormat) isn't available in the older versions of excel, and that gives the error. I fixed it up so that it is more verbose now, but it's not on the attachment.
EtMarc: Is there anyone working on the standard spells? If not, I'm going to work on fixing them.
BucketMan: So far as I know, nobody is working on spells at the moment.
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