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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: My Fabulous End of the World - Development Log
i agree, it also give a little shove to modders to design better and more complexed mods which will improve the lifetime of the game. However i wouldn't make simple things really hard to do.
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Tue Nov 01, 2011 2:32 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: My Fabulous End of the World - Development Log
Well, I was thinking of hard modding to prevent from any human being modding this.
It has to be for the elite minds.
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Tue Nov 01, 2011 3:05 am |
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DAME777
Joined: Wed May 18, 2011 2:44 am Posts: 491 Location: Dank dreams.
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Re: My Fabulous End of the World - Development Log
This little game has a ton of potential,good luck with the updates and I hope this game turns out brilliant.
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Tue Nov 01, 2011 3:20 am |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
DAME777 wrote: This little game has a ton of potential,good luck with the updates and I hope this game turns out brilliant. Thank you, I hope that as well EDIT: About elite modding, I don't think I have the brains (or time) to make anything similar to CC Lua. The maximum I can allow you to do is to change all textures and sounds, create own set of missions (campaign) and create new objects (weapons, actors, etc) by changing stats that I allowed you to change (I'll try to make it possible to change as much as possible). Nothing above that will probably be possible. If you have any more specific questions feel free to ask.
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Tue Nov 01, 2011 1:13 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: My Fabulous End of the World - Development Log
Are you single?
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Tue Nov 01, 2011 9:30 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
Asklar wrote: Are you single? No, I'm sorry
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Wed Nov 02, 2011 11:55 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: My Fabulous End of the World - Development Log
Do you have a top hat?
speaking of which, that could be a suggestion, the ability to go third person as well as being able to customized your skin / equipment
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Wed Nov 02, 2011 3:39 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
LordVonKain wrote: Do you have a top hat?
speaking of which, that could be a suggestion, the ability to go third person as well as being able to customized your skin / equipment No but I have two fedoras (like on my avatar), one for summer and one for winter. I don't usually wear the summer one but I like wearing a thick warm hat at winter, it keeps my head warm. That could be a good thing but I'm not sure how much work I'll need to make it look good in 3rd person. There could be some issues with the gun placement too.
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Wed Nov 02, 2011 3:57 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: My Fabulous End of the World - Development Log
Hahahaha wow. I have 2 fedoras too. One for the summer and one for the winter. How coincidental.
Hey, if you want, I can resprite Asklar's guns to make them look better. IF you want me to.
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Wed Nov 02, 2011 4:07 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
No need, I've got 3 different guns right now (I'm only using his revolver) and that's all I need right now.
But you're more than welcome to wait until Saturday and mod some more weapons, I can even include them if you want.
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Wed Nov 02, 2011 4:15 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: My Fabulous End of the World - Development Log
Hah! Revolver 1 - Resprites 0
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Wed Nov 02, 2011 7:30 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
I'm kind of facing a problem here right now. Since this week I'm doing exactly the same thing as last week (just better), it will most likely take me as much take and I won't have anything interesting to show this Saturday, except for new modding. ... I guess I'll have to work extra hard this week
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Thu Nov 03, 2011 10:21 am |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
This weeks devlog is available on my website. I worked on making XML work properly as a modding tool in my game and that's quite boring to read about, IMO, so instead I wrote about my design goal that I use when I make different design decisions. Yeah, and no video this week. :/
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Sun Nov 06, 2011 2:47 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
A quick preview of how weapon data in the new modding system will look like. This is a copy of Assault Rifle: Code: <WeaponData> <Name>Assault Rifle</Name> <Missile>Bullet</Missile> <RateOfFire>0.2</RateOfFire> <Kickback>2.5</Kickback> <Range>100</Range> <Muzzle> <x>0.8</x> <y>0</y> <z>0</z> </Muzzle> <BoxSize> <x>0.95</x> <y>0.25</y> <z>0.125</z> </BoxSize> <SizeScale>2</SizeScale> <DamageMin>5</DamageMin> <DamageMax>15</DamageMax> <SoundPitchMin>0.9</SoundPitchMin> <SoundPitchMax>1.1</SoundPitchMax> </WeaponData>
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Wed Nov 09, 2011 11:42 am |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: My Fabulous End of the World - Development Log
Current actor code: Code: <ActorData> <Name>Enderman</Name> <WalkSpeed>1.0</WalkSpeed> <SizeScale> <x>2</x> <y>5.0</y> <z>2</z> </SizeScale> <HeadHP>300</HeadHP> <BodyHP>400</BodyHP> <ArmHP>250</ArmHP> <LegHP>250</LegHP> <IdleSounds>6</IdleSounds> </ActorData> Allows players to simply make unusual stuff like this.
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Wed Nov 09, 2011 7:32 pm |
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