Every now and then someone suggests UnReal World to be made fully moddable. That would mean essentially re-writing the engine of the game, so not going to happen. But with Ancient Savo I got to start building from scratch, and wanted to experiment with modding built into the core of the game engine. I started with a rather modest approach, but as often happens the needs and the ambitions have been growing as the project goes on. Now it is becoming a modding language written in XML files; it has variables, built-in functions, and simple control structures like IF and GOTO. (But the syntax is still somewhat vague, as everything grew somewhat dynamically instead of me strictly planning everything beforehand, so I have also been experimenting with different ways to write the modding script.) Depending on Ancient Savo reception, I think one of the possible future sequel projects would be a full survival game construction set with GUI tools to edit items, actions, menus and stuff. But let's see how it goes =)
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Variables start with $ , eg. $HIT and $ATTACKS
Some of the built-in functions are RANDOM(), TOOL() and ITEM().
[ARROW] is a tag - it refers to any item which has been tagged as an arrow.
The value of $PARAM.TARGET is expected to be defined by the previous action, which triggers "attack_ranged" - currently that happens in an interactive hunting story. (Stories are moddable as well, and pretty much any action can be defined to spawn a "choose your action"-style mini text adventure)
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