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The first major obstacle to mod support has been overcome. I can now load up arbitrary data into the engine from external files, and I've also completed the necessary tooling to create mod files, though the "compiler" for lack of a better term is still rather rudimentary. 

Regardless, this means that mod support will be in the game in v0.10, and I'll start releasing test mods to patrons sometime after that update arrives! 

You guys won't be making your own mods for quite a while yet, but I think there's still a lot of fun stuff I can do with the mod support in the meantime. 

This is a big milestone for me, but we're not out of the woods yet. I still need to get that data into the engine as passage content (easier said than done) and I need to create the user interface for adding and removing mod files. Still, the hardest part is done. 

I have some other surprises in store, both for the next version and for the months ahead. Talk more soon.

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