Just wanted to say Thank You

Started by tychoruniko, February 26, 2014, 04:15:58 PM

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tychoruniko

I am glad to know that Ludeon Studios is still hard at work on this project, and I hope it has a long and prosperous life!

With the addition of open XML+resources based modding, I can see the horizons of content expanding exponentially, and I cannot wait to see not only what this wonderful community can create (already there are several really fun mods) but what the game can inspire me to create with it.

I do not have tons of free time between work and family, but I am definitely going to read the information about creating mods (what the capabilities and limitations are especially) and see what piques my curiosity. I hope that sometime in the future, mods may be able to rewrite the basic rules of the game and even include things like LUA scripts to run logic against the current game state, cut-scenes, new or altered UI elements, even what one might consider custom "Game Types" and the ability to save arbitrary data to a save game (think of, say, the state of the StuffDone flags from Blades of Exile from 1997. (https://en.wikipedia.org/wiki/Blades_of_exile) I loved making adventures in that thing, even though I was too young to understand how to properly scope and complete a project. It was a lot of fun!). Somewhere in the darker recesses of my mind, I want to create a scenario reminiscent of Space Hulk (https://en.wikipedia.org/wiki/Space_hulk), where you are a group of heavily armored Marines boarding an ancient wrecked ship inhabited by horrible monsters and have to survive and reclaim the wonders of ancient lost technology. (40k, anyone?)

Getting back to the point, great job with this release and I can't wait for more! Thanks!

HawkWinters

If you or someone else makes a quality 40K mod, it gets my support!
I fully support the wholesale slaughter of everyone, everywhere, by everyone else. 
Blood for the Blood God! Skulls for the Skull Throne!

Tynan

Thanks!

You can actually compile code to run in the game right now; I got it working just before releasing Alpha 2. See the notes at the bottom of this page:

https://docs.google.com/document/d/1heWyVT_RfOfZDIaI3LVZM8nkyS3-a9f0QyNs9azvBDk/pub

I write in C#, but theoretically you could compile from any .NET language you like.

This will allow you to easily add things, like new types of Things or incidents or weather. Replacing core functionality would be trickier; I have to look into how taht might be possible.

Anyway, thanks again and cheers.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

tychoruniko

Ooh, I will definitely be looking into that code; I coincidentally just started working at a place where we are using C# .NET for development, so i can just hijack my local development environment to play with it.
Making internal logic exposed and open to inheritance/overloading or even overwriting is a very tricky thing indeed. When you start a project with the idea in mind to get things working and usable ASAP, especially when working under a deadline or customer pressure, keeping code and logic in self-contained cells that are all movable or reusable in as-yet-unplanned ways is so hard, and only gets harder as the code gets longer. So I understand that and I really wish you guys the best with this project!