Re: Reverse engineering (was:Temporary modding) thread
Posted: Tue Apr 17, 2012 4:20 pm
That is the easy approach for you, but not the modders. People tend to learn by changing the existing data, and most mods at start will likely be stuff like the spider mod or "real fighters challenge" or whatnot. Assuming its possible somehow.petri wrote:Why not first create mods that add new dungeons, monsters, items and puzzles and then worry about advanced/hacky stuff later?
Of course you can state that the original dungeon is off limits, period, which would simplify things..
EDIT: the more I think about it, the more likely I see people wanting to do "grimrock remix" dungeons, editing the current set. Inevitable bits include "cool weapons early" mods, true "remixes" with altered layouts to make things feel fresh (for the "random dungeons plz" crowd), etc. You could of course say that remixes are not allowed at this time and will be considered in the future.