Onto 0.3.3...


Now that 0.3.2 is out of the way it is time to start working on 0.3.3.

For those who are unfamiliar with my development schedule, I mostly work on the project during the weekends. Though I take some time every Monday to share progress updates like this one and interact with the community. So expect a new progress update next Monday.

So the next work item on the list is "Biome Modability" (If you haven't taken a peek at the roadmap, now it is a good opportunity to do so). Hopefully this will be a short one but it might take me about 4 days of work, so two weekends. The plan is to expose the hardcoded list of biomes used by the simulation during world generation, so that modders can modify their attributes and add or remove biomes to/from the list.

My intention is to add a default "mod" folder which will be the main one to be used by the game and where every script that can be modded (like the biomes script) will be placed in. Additional mods would ideally go onto separate folders which the game will load into the game if the players activate them, replacing the default scripts when there's an overlap. Making all of this work well sounds difficult, but I hope to resolve design conflicts along the way as I add new modding capabilities.

Next week I'll explain how the biomes script is going to be defined and what elements are to be exposed.

Note: For those of you curious about previous development updates that weren't published on itch.io. You can find them at: http://humanity-worlds.squarespace.com/blog

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