Author Topic: Pioneering a modding API  (Read 1364 times)

Argixx

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Pioneering a modding API
« on: February 04, 2014, 05:04:00 PM »
Hey guys Argixx here, I wanted to make a quick post on the forums today to inquire about modding. I had a few ideas for mods and a few ideas on how to get them done and release, but if you ask me a few isn't enough. Custom content creation and play-ability is something I feel most games should have and the larger base of people creating and the larger quantity of quality mods out there just makes it all the more better. That being said I was hoping to collect some ideas from the community? What are some mods you would like to see in the future  of Delver's Drop? Maybe you would like new types of weapons? New characters? Perhaps static maps for playing through that are meant to be incredibly difficult and challenging for players? Coby and the guys so far have laid out some pretty good scripting utilities for aspiring modders of the game so far that for an alpha game are incredible impressive, but in no way are the unlimited for sure, so if it was unlimited what would you hope to see?

Zillie

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Re: Pioneering a modding API
« Reply #1 on: February 05, 2014, 02:44:01 PM »
I like the idea of making challenge levels. I've personally seen Nathan put together some maps. It's actually extremely easy to do. It was either Ryan or Coby that said it would be possible for someone to make a relatively new top-down game (or version of Delver's Drop), using the game, but replacing all the art assets and editing stats (and properties). It becomes more a matter of having the programs needed to do the modding, at that point.
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