Lugaru 2 mod-ability
Lugaru 2 mod-ability
To what extend will Lugaru 2 be moddable?
Content modding is nothing difficult -BUT- if for instance no experience system is implemented in the main game, will it be possible to write experience-based mods without of course messing around with the source-code?
And will there be some sort of scripting language for the engine?
Content modding is nothing difficult -BUT- if for instance no experience system is implemented in the main game, will it be possible to write experience-based mods without of course messing around with the source-code?
And will there be some sort of scripting language for the engine?
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rudel_ic
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Re: Lugaru 2 mod-ability
How about a Lua API?Instant wrote:To what extend will Lugaru 2 be moddable?
Content modding is nothing difficult -BUT- if for instance no experience system is implemented in the main game, will it be possible to write experience-based mods without of course messing around with the source-code?
And will there be some sort of scripting language for the engine?
Honestly, developing community tools enlarges the developing process.
I'd be satisfied if the "mistakes" that were made in the map editor of Lugaru would have been "corrected" and custom meshes and textures could be imported into the levels.
Although I'd highly appreciate a modding environment with power similar to, let's say Operation Flashpoint.
A man can dream..
Re: Lugaru 2 mod-ability
But if you develop said tools for your own use, you can speed the development process, and later tweak and release them for fansrudel_ic wrote:Honestly, developing community tools enlarges the developing process.
_Nik
.solid != big boxes.Crill3 wrote:Me guesses no.
Me don't mind if yes.
To be honest im starting to get a little tired of all big boxes and stuff.
I need forests, mountains, water etc.
[edit typo fixed]
Last edited by zip on Tue Jan 31, 2006 1:40 pm, edited 1 time in total.
Having access to Davids tools is great, but that doesn't answer the question to what extend the engine (game engine, not the 3D engine) will be moddable.
I suppose the combat system will be hardcoded and more difficule to change than 3D models or simply textures.
A scripting system would therefore resolve thet issue, but is not necessarily provided by having access to Davids tools.
Oh, and are the tools cross-platform (or will they be?) or are they going to be Windows-only.
I suppose the combat system will be hardcoded and more difficule to change than 3D models or simply textures.
A scripting system would therefore resolve thet issue, but is not necessarily provided by having access to Davids tools.
Oh, and are the tools cross-platform (or will they be?) or are they going to be Windows-only.
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rudel_ic
- official Wolfire heckler
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I say: Wait and see.Instant wrote: I suppose the combat system will be hardcoded and more difficule to change than 3D models or simply textures.
It could be that the combat system will be collision-based only and produce ragdoll effects directly when hits happen and that would be more flexible than the previous one (and more difficult to handle).
I mean, as I understand it, in Lugaru, we roughly are actually just triggering animations and these produce a hit if there is something in the way of the animation and a hit triggers another animation and then ragdoll occurs eventually, but that doesn't mean that there's no other way to simulate combat.
Ah whatever, I don't know. Yay, one more post.
There's always a Die By The Sword IK weapon combat system, that would pwn ^_^rudel_ic wrote:I say: Wait and see.Instant wrote: I suppose the combat system will be hardcoded and more difficule to change than 3D models or simply textures.
It could be that the combat system will be collision-based only and produce ragdoll effects directly when hits happen and that would be more flexible than the previous one (and more difficult to handle).
I mean, as I understand it, in Lugaru, we roughly are actually just triggering animations and these produce a hit if there is something in the way of the animation and a hit triggers another animation and then ragdoll occurs eventually, but that doesn't mean that there's no other way to simulate combat.
Ah whatever, I don't know. Yay, one more post.