Let everything be moddable!
Dazzu
Member Posts: 950
Simply put, leave as little as possible hard coded to allow for an almost fully moddable experience: Fully moddable UI, fully moddable class/race/multiclass/kit screens... the list goes on!
This would help the game live forever!
I doubt anyone would disagree with this sentiment of almost full mod customization capacity.
This would help the game live forever!
I doubt anyone would disagree with this sentiment of almost full mod customization capacity.
11
Comments
Genuine question, can all of these and more be done?
Seriosly though, i would love the idea if it helps gaining a larger fandom.
- P.S. that was a joke
I ask this, because EE should offer zero hard coding to fully customize our moddable experience.
That's one of the reasons that simply removing the mechanical six-character limit wouldn't make an Infinity game playable by a party of seven or 17 characters: Infinity scripts are loaded down with stupid (but necessary-given-the-script-language's-constraints) grunt work like
DoSomethingTo(Player1)
DoSomethingTo(Player2)
DoSomethingTo(Player3)
DoSomethingTo(Player4)
DoSomethingTo(Player5)
DoSomethingTo(Player6)
In an ideal world you'd have some syntax like
IterateMyCommandOverThisList(DoSomethingTo(), [ListOfPlayerPartyCreatures()])
...but I wouldn't suggest you hold out for that ideal world.
It would decrease the cross-compatability with older mods. But it would let new mods play with an expanded characterscape.
-Galactygon
Solution: Make future games in an engine with a less-awful scripting language. (Seriously, is there anybody out there who thinks Infinity script is anything better than "barely adequate"?)