![best mod class for torchlight ii best mod class for torchlight ii](https://media.moddb.com/images/mods/1/23/22885/Torchlight_II-04-28-2013_0-47-07.jpg)
I do worry at times that some people will be let down when they realize GUTS isn't a "Runic Games General Game Development Kit." GUTS is very much a Torchlight II content development tool. I can only hope to help them do more, faster, and with less headache. People are already modding Torchlight II without GUTS and doing really cool things. How do you hope players will respond to the tools?
![best mod class for torchlight ii best mod class for torchlight ii](https://i.ytimg.com/vi/eXtu8Hc2zjk/maxresdefault.jpg)
I really enjoy taking a little time to make long and difficult processes easier and automated. I enjoy having the freedom to work on little utilities I think up in the shower or as I'm riding the bus home (some of which end up being very useful, others… not so useful). It does take quite a bit of time to design game and tool features around making them easily and flexibly moddable through editing game data, but it ends up being really fun to see what people come up with in the end and it adds a lot of longevity to the game.Īs far as enjoyment, I very much enjoy working with so many different part of the team and game. For Torchlight II, we already had a that work done, so I was able to go back and refine a lot of the rough spots and improve the tools in many ways without worrying as much about the train.Ī significant challenge when making these tools has always been engineering with modding in mind. We were laying track as the train was running across them, more or less. We hit the ground running and were making the tools as we were engineering the game.
![best mod class for torchlight ii best mod class for torchlight ii](http://img.bhs4.com/d3/0/d302a6c284c3fce25b899811bccd84cb18ea6e44_large.jpg)
The original "TorchED" project was done in the same amount of time as Torchlight. What are some of the challenges you face when creating the tool set? What did you enjoy about it? Also, my Mom tells me Grandma wouldn't let her say "guts" as a kid, which I've always found amusing. I mostly wanted to differentiate the new version from the last and I like the mental image of being elbows-deep in the guts of the game when you use the editor. I also enjoyed the Nickelodeon show and dream of owning a piece of the Aggro Crag. Although later I think I was playing Shao-Lin's Road on the cocktail cabinet in the office and was amused by the protagonist saying "GUTS!" at the end of each level while flexing. The dry and boring story is that we compile the game source as a DLL for the editor which was originally called "core.dll" but that was confusing because we had another class called "core" so I changed the name to "editorguts.dll" at some point. We started this project with "TorchED" which was used for Torchlight, but we've made a large number of improvements and additions for GUTS. We use 3D Studio Max, Photoshop, and whatever Matt uses down in California for those. Pretty much the only things we don't use it for are model, animation, 2D art/texture, and music/sound creation. We use it to make most things in the game - Levels, skills, classes, monsters, items, spawn classes, balance curves, UI, etc. GUTS is the new version of our content editor we used to create all the content for Torchlight II. Tell us about GUTS! Does it stand for anything? How did that name come about? Tools Engineer Greg Brown created GUTS, and he's the best man to tell you more about it.