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frostbite528 28 Dec, 2017 @ 2:00pm
I plan on making a class mod with custom everything - where should I start?
As the title says, I intend on making a fully custom class mod, including animations.

Why?
I want to have a go at modding (never tried it before) and I enjoy Darkest Dungeon enough to be willing to sink a LOT of time into making a mod.

I am intending of buy Spine Pro, obviously for the animations.


Why am I making this thread?
I'm looking for some guidance/advice on how to go about this process,

I've seen this https://www.reddit.com/r/darkestdungeon/comments/4c4zwz/how_to_make_a_class_mod_in_20_easy_steps/

thread on reddit, but it isn't made with custom animations in mind, and isn't overly detailed, which is why I'm looking for some extra help.


So what are my actual questions?

1) Is there any way to view existing .skel files in Spine? Currently it doesn't seem like I can do that, but it would be very helpful in learning how to operate Spine.

2) What order should I do things in? Artwork first? Coding first? Animation first?

3) A slightly more specific question, how does one actually go from art + a skeleton to a character?

4) I've noticed all the .idle files are broken down into chunks - I'm assuming that this is because each segment of art corresponds to a bone of the skeleton, but, again, I'm struggling to benefit from this information due to being unable to open .skel files.

5) I have found very little information about the implementation of visual effects of abilities (lighting, "healing" particle effects, etc), so if anyone has any information on that topic, it would be appreciated.

If anyone has any other advice on the topic, it is much appreciated!
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TailBit 29 Dec, 2017 @ 5:23pm 
1) I managed to view the skeleton files and make a stupid program to fix the scaling problem that makes them broken .. I will work on Java next month and can try make a better version of it then, because the current version demands that you do everything from a stupid placed save folder.

2) I'm pretty sure you can do it in any order, because you can always make some stick figure art to begin with .. coding doesn't require art, but you might want to have a skeleton animation ready to use as default til you get something to replace it with .. and the animation would sometimes require that you do the art first in case you have hair wiggle you want to get down, but you could do the base skeleton without problem with just some stickman standin.

3) I have not tried to make a character from scratch so far, but from what I have read .. you just need to make sure that some of the skeleton bone names are the same .. because the codes in the game uses that to detect them.

4) can't see what you mean here .. it's just a single skeleton file with an atlas like the other animations.

5) I was trying to change it so that one character is a lot different then the others, BUT .. all the alternative characters share the same visual effects, so that was kinda a problem for me :P .. in the code you pretty much tell the game when to put it on top of the character if I remember correctly ..
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