Programmer & Editor desired~


TwoDees

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Hello Don't Starve modders!

I've been lurking these forums for a long time and now this will be my first post.

 

After playing the PS4 version for a week, I found myself bored and disconnected while playing the original characters due to their shallow back stories. In my desperate attempt to renew my interest for the game I googled if this game had mods for pc, and it did!  :victorious:

 

I bought the pc version and immediately started researching and downloading tons of characters. (I wanted to keep the game as 'vanilla' as possible because the game-play is great on its own)

 

Not so recently, while playing, I was informed that I had been placed in a wait-list to enter a Digital Animation program and I probably wont get in until April 2015 so this gave me an idea.

A lot of the character mods I've played are fantastic & VERY inspiring and since I'm on a wait-list I thought that now would be a good time to practice/increase/levelup my art and programming skill. :eagerness:

 

It's been two weeks(mainly because I had to rest due to almost getting carpal tunnel from pen tablet), almost three and I've hit a lot of walls(for programming.)

Originally I wanted the character to be pretty basic, not too over powered; just balanced in a way to make it different. But while drawing up the character I've had tons of 'idea creep' and now I just can't let those ideas go, because without them; the player's connection to the character wouldn't be as strong.

The problem I'm having is, I don't really understand what I'm doing while picking bits and pieces of code from other characters and to make things worse, I can't seem to find character mods with similar 'functions.'

 

It's been two or three weeks (I lost track) that I've been stuck on these problems. I can't take it anymore, I require partners!  :fatigue: 

 

Okay, enough of my backstory. I should probably put that in a spoiler tag lol. 

 

The biggest reason for this idea is from inspiration of other character mods and the lack of backstory from the original DS characters.

 

So I came up with a character design along side a back-story. It's a spin-off of the fable, 'The Boy who Cried Wolf'

 

I finished the basic art and I've play tested the code that has been implemented so far.
Here's a picture of the character, most of the general abilities are in the image. 

I'm a little nervous about posting this on the internet as this is the first time I've drawn seriously and painted digitally. (only scribbled yu-gi-oh characters when i was 10-12 years old..)

Here's the character...

35ZXGU.jpg

I'm not sure if the shading or proportions are correct..  :emptiness: Just realized i forgot to draw the messy 'don't starve' lines ontop of the clean lines...

 

Now for the abilities of the character

 

This is a copy/paste-ish edited version of the to-do list in the prefab .lua.

Green text = Implemented

Orange text = I can probably(?) do this with assistance

Red text = Requires your help!  :encouragement:

 

-- todo: 
-- Add code/art for 2-phase tail to cut for beard hairs with insulation and is compatible with full-moon transformation & 0 sanity transformation
-- Beard hairs grow only after a full moon cycle
-- Add 0 sanity transformation
-- Add Full Moon auto resurrect 1 time per full moon CYCLE (2 nights)
-- Allow monster meats and spoiled food during Full Moons <-- I think this is working properly? I just finished this
-- Add custom battlecries for bosses... possible? <-- I added BAT under battlecries but I haven't tested yet
-- Increase text inspect duration to 5 seconds <-- A few of the speech lines are a bit too long to read within 2 seconds.
-- Add things player can't pick up i.e guano turf self.canbepicked = false?
-- Make certain foods restore more hunger/sanity/health give a more diverse palette <-- I raged over this broken code is in the file still.
-- Character becomes a bit stronger during dusk
-- Character has night vision when closer to transformation
-- Massive sanity gain during dusk <-- harder to abuse night vision and transformation
-- Full moons induce massive hunger/sanity loss and a bit of health regen while increasing run/walk speed and damage
-- Different text color
-- Support for Don't Starve Together <--- might have to take out a few abilities(?) or maybe it'll just be the custom skin, I have no clue.
 
 
I appreciate your time even reading this far!
 
As for the backstory it would probably be only 200-500 words? I will definitely need an adept editor for this part.
The backstory is the last on the list, so I'll begin writing up the rough draft once all the coding and art is cleaned up.
 
The window for completion of this project would be before DST hopefully... 
 
 
I believe your steam names are in order, to be included in the release as well(?) 
 
Thank you for reading all the way to the end, I really appreciate your time! 
 
Also if you'd like to see the character in action, I started streaming here.
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-- Add code/art for 2-phase tail to cut for beard hairs with insulation

 

I think I might able to do this by taking bits of codes from wilson.lua and doing a bit of work on Spriter. It's not guaranteed, but worth a try.

 

The script would look like this:

local assets = {    Asset("ANIM", "anim/luna.zip"),    Asset("ANIM", "anim/luna_torso_tail.zip"),}local prefabs = {    "beardhair",}local fn = function(inst)    inst:AddComponent("beard")    inst.components.beard.onreset = function()        --inst.AnimState:OverrideSymbol("torso", "luna_torso_tail", "luna_torso_tail_short")        --this code up here should replace the 'torso with tail' with normal torso. I'm not sure about the exact code right now.    end    inst.components.beard.prize = "beardhair"        --tune the beard economy...	local beard_days = {4, 8}  -- the days required for the tail to grow	local beard_bits = {1, 3}  -- the amount of beardhair you get from shaving        inst.components.beard:AddCallback(beard_days[1], function()        inst.AnimState:OverrideSymbol("torso", "luna_torso_tail", "luna_torso_tail_short")        --on the original code (wilson.lua), the overridesymbol replaces the 'beard' (blank placeholder image) with 'beard_short'        --here, the 'torso' part is replaced by 'torso with tail' instead of making the beard grow        inst.components.beard.bits = beard_bits[1]    end)        inst.components.beard:AddCallback(beard_days[2], function()        inst.AnimState:OverrideSymbol("torso", "luna_torso_tail", "luna_torso_tail_long")        inst.components.beard.bits = beard_bits[2]    end)        end

 

 

By 'doing a bit of work on Spriter' I mean creating the luna_torso_tail.zip which will contain artworks for the 'torso with tail'

I'll explain this later because I don't have proper programs here on my laptop. (and it's quite late here too)

 

I'll look for the code that enables insulation when I get back

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Okay sounds great!

Will this work with the 'transformation'? Like lets say the player already has the tail in stage 1 or 2 and then it's a full-moon again, luna would transform while retaining the tail. Same thing for the 0 sanity transformation.

 

Do you need all the angles of the torso with a tail?

 

I've been reading the outdated guide on how to create the anim files... is there a new way to create the atlas-0 anim and build.bin file with spriter now? I'd like to learn that too!  :joyous:

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