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Messages - Sloomingbla

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Modding / Re: Modding limitations?
« on: August 22, 2020, 06:54:39 PM »
Ah, making games for the fun of it is surely the way to go.

I’d love to be the person to go to unreasonably long lengths to decompile the code, but surely the time it would take would be incredibly long for an amateur like myself.

I am in the process of creating a survival game of my own, but entirely different in concept and theory than this one.. and unfortunately it will have to stay that way for my targeted audience. Unreal world may be one incredible piece of art, and for what it’s intended to be it does well, but it is also quite niche.

Creating a modified copy of a game that currently exists also goes against my developmental agenda, though to each their own. I’d prefer to find my own niche, if anything :)

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Modding / IF you could see any mod created, what would it be?
« on: August 21, 2020, 09:06:22 PM »
Without limitations, things that would be fun to have in game that wouldn't necessarily be fun for everyone or true to the current design.

Personally, I really enjoy the idea of demons, and the related things that could spawn/trigger them.

Imagine rare haunted forest tiles, filled with plenty of "ghost" game. Attacking one of the game successfully triggers a message "x passed through the animal without an effect..". Ghostly npcs that stalk the player, filling you with dread. Strange noises.

Perhaps when the user is close to escaping the forest you could pass out and end up back in the center again, or in a forest far away. Would become a lost adventurer yourself then!

Imagine needing to keep an area lit if in the presence of demons, to prevent any one from attacking you. Strange, mystical curses and effects that would need to be lifted through rituals. Perhaps even demons that "possess" the player, and bring you both strengths and weaknesses (eg, becoming incredibly good at combat, but only able to eat human flesh, or incapable of eating meat, or constantly attracting danger.. many possibilities here.) Demons and gods that you could choose to worship that bring such effects. Rituals to banish or even summon demons. Possessed animals that attack ferociously. Quests given by npcs to banish the demons from their lands. Ect.

The list goes on ;D

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Modding / Re: Modding limitations?
« on: August 21, 2020, 07:59:43 PM »
Thank you Teellox for such a detailed response!

Well, that does explain it then. I wasn't aware of the difficulty in decompiling c++ in of itself - I haven't experimented much with decompiling before however... not that I wasn't willing to learn!

I suppose the only reasonable way would be for Sami to either manually add in modding support to those other things, or to make the game open source, but I'm unsure of if I could feel good about asking, let alone expecting a developer to release the source code to a game he's spent so much of his life creating, lol.  :-X

Fun to dream of the possibilities though. I think I'll make a thread of the mods we would create if we could  ;D

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Modding / Modding limitations?
« on: August 15, 2020, 05:56:33 PM »
Hey guys, newbie to modding here. I figured out about the mods for this game and jumped with excitement, before realizing the limitations.

I wanted to know, what is it that stops people from creating their own custom creatures, cultures, in game balance and the like? Is it entirely hidden to the users, and if so what could possibly make it so hidden? Encryption? Are there legal issues with trying to break past this barrier? Is it a request from Sami or Enormous elk?

If it has been explained in the past, please link me to the thread that explains it if you could. Because I love this game.. and as an amateur game dev, I would love to expand upon the modding community :).

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