
Re: HD/SD assets. I will give this some thought. You propose a very neat system minmay, but I have 2 concerns. (1) I'm worried about storing information in the global objects. It's possible this behaviour may change post-release and then we have a broken mod out there. (2) I really do want to keep this as simple as possible for people who have never modded before - meaning they can poke around the folders and not get confused.
However, I do think it would be cool to have an HD version if it doesn't hamper in any way the people who don't want to use it. As such, I'm also considering a system where we simply have the following...
ORRR3 Folder
|-- Docs
|-- Dungeon
|--|-- mod_assets
|-- hd_assets
|-- make_hd_dungeon.py
For the regular designer, you can just ignore the hd_assets folder and crack on with your mod in the dungeon folder. Advanced developers though can put assets in the hd_assets folder. Then, running the Python script will just copy the Dungeon folder to "HD Dungeon" and then copy in the assets from the hd_assets folder over the mod_assets folder (ie. any files in hd_assets will overwrite the mod_asset version, but if there is no other file - then nothing happens).