Concept for storage in swars-levels
#125
Replies: 3 comments 1 reply
-
Beta Was this translation helpful? Give feedback.
-
A little bit off topic, but what would you like to do with optional mods? For example I've made a few things like an alternative version of the Church Dead Zone level with the obnoxious hidden exploding people toned down. Do we want to support those kinds of uploads? The other thing I might do is upload them here: |
Beta Was this translation helpful? Give feedback.
-
As SW Port developers, we maintain a base set of assets. If we add anything to our repos, it's then a part of the main game, not a mod.
The original game is built around one storage place for levels. This is an easy design, but I agree it makes modifications harder to upkeep. What I've done in KeeperFX, and what would probably work for SW Port as well, is to make maps/levels folder a part of campaign config file.
I'm not really into "official" mods and "unofficial" mods. What the game comes with should be consistent, containing features rather than mods. Then, mods are something which either comes from the main game devs but was not accepted into the main experience, or comes from other fans/devs. Mods build something on top of the official game release, but are not a part of it. Basically if something is accepted into the game repos, it comes with a promise that this will be maintained by the devs - if any change is made ie. in main engine, the features in official repos need to be updated for that change (like updating for changed config options, or re-balancing, or taking into consideration while making future changes to the game). Mods are maintained by their creators - so while it should be generally avoided, a new game release can break mods. Then either the mod creator will update it, or the mod will always remain as something working for specific range of versions of the game. |
Beta Was this translation helpful? Give feedback.
-
My idea for swars-levels content is now as following:
Required new code for the DAT files:
Currently, maps loaded from DAT have issues; but I didn't made sure that all the structures inside are even matching my load code, so that's expected.
Beta Was this translation helpful? Give feedback.
All reactions