Provide Access to Module Assets in AGS #5012
Labels
Status: Needs Discussion
Requires help discussing a reported issue or provided PR
Topic: Architecture
Requests, Issues and Changes related to software architecture, programming patterns, etc.
Topic: WorldGen
Requests, Issues and Changes related to facets, rasterizers, etc.
Type: Improvement
Request for or addition/enhancement of a feature
Motivation
The Advanced Game Setup (AGS) allows players to choose and configure the world generator to be used for their world and can preview what the world will look like.
Some world generator aspects may depend on assets like heightmaps. However, in the AGS, these assets cannot be accessed as only engine assets are present at that point in time. Thus, various kinds of world generators can currently not be selected in the AGS, limiting its main purpose.
Proposal
Ideally, module assets relevant for world generation should already be accessible at AGS time.
This would allow previewing a larger variety of world generators and configurations without having to mess around with the code (to make the desired world generator the default for a game mode) and start a world.
Alternatives
Alternatively, the required assets could be moved into the engine, but I don't think that's a desirable way to go.
Additional notes
A prominent example of this problem is the
HeightMapWorldGenerator
which currently cannot be selected in the AGS (it would crash and is therefore handled as a special case in theUniverseSetupScreen
).It requires heightmap assets, such as
platec_heightmap.png
.The text was updated successfully, but these errors were encountered: