In the May post, I mentioned I should talk about the 'plugin-based gameplay' thing I was doing. I'll talk about that now.
Mega-Risk is not meant to be a static game. It's intended to have as much community-created content as possible. Why? So that there can be as many maps, game modes, and various customizations as possible.
I described the settings system in April. The main purpose behind that was to allow players to tweak every facet of Mega-Risk possible to make every game a little different.
Along with this, I'm trying to make it easy for people to add their own custom content. I've already started to plan a content-creator/map editor when(or if) the base game gets 'completed'.
I was having a hard time trying to figure out how to make stuff made in this map creator into Mega-Risk when I found out Unreal has a built-in mod system (Plugins).
I have since decided to use this in the development of Mega-Risk. Everything outside of the base functionality (territories, multiplayer handling, etc.) will be built as a plugin. This includes any base maps or other assets that would be included in the main game. By doing this, players will be able to completely replace the main Mega-Risk stuff with their own.
That's basically all there is to say on that.
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