Author Topic: An Early Discussion About Mods  (Read 6690 times)

Doomspeaker

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Re: An Early Discussion About Mods
« Reply #15 on: April 28, 2013, 01:05:46 PM »
Thanks for clarifying!
Very good, so I don't have to worry about things like periodic checks so much.  :D

Treehouse

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Re: An Early Discussion About Mods
« Reply #16 on: May 01, 2013, 06:13:04 AM »
We could talk about hopes and dreams for the modding system, at least. :)

Since we haven't really seen how the game functions under the hood yet, I'm not sure what all features the engine will have. For example a mod like Harvest Moon (probably not gonna do one, but it's a good, simple example) would have some required functions just for the basic experience.

-A custom map for the game area
-Plowing, planting, watering, fertilization, etc.
-Individual timers for the various plants
-Some way to handle harvesting and a much larger inventory, money is probably in the game already
-Day/night switching, stamina
-An item crafting system
-Livestock
-NPCs for the shops and the dating sim part

Is there anything in that list that sounds impossible?

Doomspeaker

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Re: An Early Discussion About Mods
« Reply #17 on: May 25, 2013, 05:14:17 PM »
To bring some fresh wind into this section:

(Please note that since we don't know how exactly certain random mechanics are going to work, I can only guess and base my questions off these predictions.)


Can we:

- Make our own loot tables for various objects, or for levels altogether?
- Create something similar to the aforementioned loot tables for item attributes? I'm talking about removing certain attributes from the pool or increasing / lowering their chance to appear on weapons.

Coby

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Re: An Early Discussion About Mods
« Reply #18 on: May 25, 2013, 09:37:45 PM »
@Treehouse: Sorry for the delay in response - I saw this before but must have forgot to answer.


-A custom map for the game area Yes
-Plowing, planting, watering, fertilization, etc. Maybe - could possibly done with some clever hackery atm but would likely require some extra things.
-Individual timers for the various plants Yes
-Some way to handle harvesting and a much larger inventory, money is probably in the game already Money yes, inventory eventually yes.
-Day/night switching, stamina If Day/Night is just a global clock and ambient light, then yes, otherwise might need extra support.
-An item crafting system Not easily. Should be doable though.
-Livestock Yes.
-NPCs for the shops and the dating sim part Yes on the former, although would need more support to be able to do the latter really well.

@Doomspeaker:
- Make our own loot tables for various objects, or for levels altogether?
Currently loot tables are aimed at level ("sub-zone") granularity.- Create something similar to the aforementioned loot tables for item attributes? I'm talking about removing certain attributes from the pool or increasing / lowering their chance to appear on weapons. Yes - we're actually working on this in quite some detail atm.

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Treehouse

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Re: An Early Discussion About Mods
« Reply #19 on: May 26, 2013, 03:34:57 AM »
@Treehouse: Sorry for the delay in response - I saw this before but must have forgot to answer.

It's no problem since we don't have a modding system to play with either, until later. :)

Quote
-Plowing, planting, watering, fertilization, etc. Maybe - could possibly done with some clever hackery atm but would likely require some extra things.

Hackery is alright, and as long as the mod keeps itself modular enough it can be extended as various trickery gets invented. That'll all remain to be seen later when stuff like variables and I/O and others are locked down and we know what we're working with.

Quote
-Day/night switching, stamina If Day/Night is just a global clock and ambient light, then yes, otherwise might need extra support.

That extra support might work out for all kinds of ambient conditions. I've seen darkness in some of the demoed levels - Is that not a generalized condition for the dungeon? I mean in the way that it could be replaced with gas or ambient magic clouds or whatever poison, or stuff like rain and thunder and snow, as long as the engine can find the necessary data and sprites/shaders/whatever to execute it. It could be a pain to change that later on.

Quote
-An item crafting system Not easily. Should be doable though.

I think this is one of the things that could get post-release attention after things calm down, especially if its already doable with some extra effort.

Quote
-NPCs for the shops and the dating sim part Yes on the former, although would need more support to be able to do the latter really well.

That'll depend on what the dialogue system is like. I don't remember if there were any mentions about branching dialogue in the plans. If there's a lot of dialogue it'll be a painful experience to convert that later if it breaks the format. OTOH, if there are no plans for branching dialogue in the base game, I think it would be enough to have a post-release update that adds some formatting function to the dialogue that gives some player choices and a return value. That would be enough for those that want to implement branching dialogue on their own and it shouldn't break compatibility with the normal dialogue.

Either way, it's such an useful feature for reactivity purposes that I hope it'll get full support in the base game. :)

Doomspeaker

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Re: An Early Discussion About Mods
« Reply #20 on: May 26, 2013, 03:20:41 PM »
I just realized that you (PXS) pretty much need to be able to modifiy loot tables ingame, because otherwise with 8 classes the chance to get a main weapon could become too low.

To keep this running a bit: Lighting is more or less a graphical function only, right?

Coby

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Re: An Early Discussion About Mods
« Reply #21 on: June 04, 2013, 05:58:43 PM »
Quote from: Treehouse
That extra support might work out for all kinds of ambient conditions. I've seen darkness in some of the demoed levels - Is that not a generalized condition for the dungeon? I mean in the way that it could be replaced with gas or ambient magic clouds or whatever poison, or stuff like rain and thunder and snow, as long as the engine can find the necessary data and sprites/shaders/whatever to execute it. It could be a pain to change that later on.
Environmental effects like those mentioned are indeed easily moddable, however, the global clock isn't tied into the events system right now in an easily extendable way which is where I would have to add some things to make all of the above easy versus delicate.

Quote from: Treehouse
That'll depend on what the dialogue system is like. I don't remember if there were any mentions about branching dialogue in the plans. If there's a lot of dialogue it'll be a painful experience to convert that later if it breaks the format. OTOH, if there are no plans for branching dialogue in the base game, I think it would be enough to have a post-release update that adds some formatting function to the dialogue that gives some player choices and a return value. That would be enough for those that want to implement branching dialogue on their own and it shouldn't break compatibility with the normal dialogue.Either way, it's such an useful feature for reactivity purposes that I hope it'll get full support in the base game.

We've actually been talking about dialogue a lot recently and going over some of the things we need. It looks likely that we will have support for branching dialogue although it's actual...manifestation in DD will be more non-traditional.


Quote from: Doomspeaker
To keep this running a bit: Lighting is more or less a graphical function only, right?[/color]

There are a few intended gameplay consequences (apart from not being able to see / ambiance) -- a few enemies we have planned have behaviors that are affected by / revolve around lights.
« Last Edit: June 04, 2013, 06:01:24 PM by Coby »

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Quady14

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Re: An Early Discussion About Mods
« Reply #22 on: June 23, 2013, 07:12:57 PM »
Hey there! Just wanted to direct a question not so much about player modding (though it could lead to some interesting mods if implemented) but more about potential enemy behavior/AI within the game itself. Will enemies be able to hurt each other with their own attacks? Not so much in terms of enemies that do damage on contact, but if a stray projectile from a stronger enemy hits a goblin, or a larger enemies creates a small shockwave and he's surrounded by smaller enemies, would that impact those enemies?

And going off of that, will there be any enemy types with a set rivalry? What I mean is, if you enter a room and two different enemies of particular types are present in that room, they would be capable of duking it out with each other while the player joins in the fray or sits back and enjoys the show. We were discussing it in the "Types of enemies you would like to see" thread and I had the thought that this could be a really interesting mechanic. I'm sure the groundwork is already there with the inclusion of NPC familiars, but I would love to see certain enemies who just hate each others guts completely ignore me and go at each other until just one remains, especially if it ends up leading to fights between larger, stronger enemies and groups of smaller enemies. It'd be great to see a party of tiny Goblins taking on a giant slime or something like that. :P In terms of the modding community, it could also make some mildly amusing arena rooms where you can just watch 100 of one type of enemy vs. 100 of another type of enemy, or even some sort of customizable spectator sport mod, where you can choose the enemy type, enemy numbers, time limit, all that good stuff. Very interested to hear any info/thoughts on a mechanic like this!
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Doomspeaker

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Re: An Early Discussion About Mods
« Reply #23 on: June 24, 2013, 02:09:23 AM »
Coby said in the enemy thread that different behavior towards different objects is in the game.
Fireball traps can already hurt monsters, kinda comfirms friendly fire.

Quady14

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Re: An Early Discussion About Mods
« Reply #24 on: June 24, 2013, 02:36:12 AM »
Yeah but I'm just curious about exactly how far enemy relationships will be used. I really enjoy when a game features fighting amongst enemy characters, because it makes you feel like the denizens of the world are interacting with each other as much as they are with you. If they're all just shuffling towards you and attacking that's the base expectation, but if you walk in on a fight between two groups of enemies it's a cool experience, and heck, even more complex relationships could be pretty neat too, enemies who heal nearby creatures, ferocious beasts who scare away lesser monsters, even to the point of backing them off cliffs, all that sort of thing. I was wondering how much these sorts of concepts would be explored with the behavioral AI of enemies. And from there of course it could lead into some pretty interesting modding opportunities.
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Doomspeaker

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Re: An Early Discussion About Mods
« Reply #25 on: June 24, 2013, 03:55:55 AM »
Since I don't want to clogg up the mod section with irrelevant topics (discussions about enemy behavior in this case) I'll answer in the enemy thread instead.  ;)

 

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