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Legends Of Dawn is a 3D open-world RPG for PC, set in exciting new fantasy world.
Legends Of Dawn is a 3D open-world RPG for PC, set in exciting new fantasy world.
1,968 backers pledged $46,536 to help bring this project to life.

Legends of Dawn – RPG MOD TOOLS

Amazing, over 1500 backers and we are well on our way to reach 2nd stretch goal. Thank you for your support. 

Today we would like to show you our first video about Legends of Dawn Tools. Mod Tools Beta is our 4th 45k Stretch Goal. Just a 4 days remain untill the end of our Kickstarter campaign so please spread the word about Legends of Dawn on Kickstarter and Greenlight. 

Bellow is the short description used in this video and those who want to learn more abot the engine and tools can visit and under Engine menu there are a number of subcategories with several pages of engine descriprtions.

Dreamatrix engine is complete RPG toolset. Using an intuitive node system, even those without prior programming experience can produce impressive results. 

The Creature Editor allows for the quick creation of AI objects, including non-player characters (NPCs), monsters and animals. Using this module we can assign various animations to AI states (including combat animations, death animations, idle animations, movement animations and more). It also allows us to link various sounds to each of these animations. 

Using this plugin you can edit creature stats, parts of the creatures which can be damaged, which spells and/or special attacks they use, scripts assigned to them after they die, spawning rates, etc. 

The Particle Effects Editor is used for creation of dynamic particle effects. Using the provided nodes, we can create a virtually unlimited number of various particle effects such as fire, smoke, foam, magical portals, blood drops, waterfalls, dust, various spell components, leaves falling from trees, and even tornadoes. 

The Entity Editor is used to create entities. Each entity is created using many different components such as meshes, physics primitives, sounds, lights, effects etc. For example, if we want to create a torch, we'll create an entity with one mesh, one sound, one effect, and one light. All of these components can be animated using the provided spline-based track editor where we can edit most of the entity parameters. 

All materials used in the game are created and tuned by artists using a proprietary node-based material editor. The node-based editor allows us to combine various nodes into complex materials. Each node corresponds to single function coded in HLSL. 

World Editor is used to build large "streamable" worlds with thousands of objects and hundreds of living creatures. 

The World Editor allows us to create large custom maps. Everything we need to model and texture Legends of Dawn's maps is found here. Each sector can have multiple materials blended on top of each other using up to 32 materials to texture the terrain sectors. This allows us to have rich and diverse environments. 

Ambient Editor allows us to create full day and night transitions with full support to modify ambient parameters such as sun color and strength, depth fog and vertical fog with support for fog density and color. All ambiances are assigned to different locations on the map and the engine automatically creates the transitions between neighboring ambiances. 

Entity editing is easy and straightforward: you simply choose an entity you wish to place on the map and click where you want to place it. All entities can be moved, rotated around all three axes without difficulty using the transform gizmos. 

GUI Editor is used for creation and skinning of GUI panels. By combining nodes we can create various GUI panels used in the game. 

Lens Flare Editor allows us to combine various types of glow, streak and secondary flare components into various types of lens flares. All Lens Flare can be easily added to existing spell effects or can be attached to entities. 

We hope that we'll achieve our Mod Tools stretch goal so that we can put a beta version into the hands of Legends of Dawn players. The tools will be free for non-commercial use.

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    1. Aurofinity & Dreamatrix 2-time creator on January 15, 2013

      @Andreas, Roq and alcaray, Engine is fully functional and the development has cost a lot. However many players do not have much experience with such tools so we want to spend some time to make it more user friendly, add a few nodes that will make editing easier etc. So for the 45k stretch goal for Beta Tools it isn't that much work. However the tool set proposed for the 80k stretch goal (which is out of reach now) would have been a lot more work, simplification on larger scale, testing, documentation and tutorials.

    2. alcaray on January 15, 2013

      They really aren't tuned in to comments on their updates, at all.

    3. Roq on January 14, 2013

      I don't understand the finances either, particularly since the project as a whole looks to me to be the kind of thing that would cost any developer I'm familiar with well in excess of $1m before they'd hardly looked at it... Possibly some cash now can tide A&D over the expensive release period and enable them to release mod tools earlier. Perhaps also they would be able to allocate some resources to managing the release earlier than if they have to rely on income from the sales of LOD. And it certainly would be nice to see mod tools shortly after release.

    4. alcaray on January 13, 2013

      Andreas, I get the feeling that this demo was of the tools they are using to make the game, rather than a finished or unfinished set of mod tools that will be provided when the stretch goal is attained. I think they are telling us that they will make some subset of it that will be called mod tools. That would entail some effort on their part.

      It is strange they would show us developer tools when they say they are showing us mod tools though.

    5. Andreas
      on January 13, 2013

      Could you explain a bit of the financial reasoning here? I can understand that even though this editor might look very complete on the video, there are most likely missing stuff in parts not shown.
      However, $5k has to be a drop in the bucket compared to what this whole editor must have cost in development time. Why do this as a stretch goal?