Comment by tempestn
6 years ago
I like that idea. But of course developing and marketing that capability would take time, and so would be another kind of risk (albeit one that could pay dividends for all future games).
6 years ago
I like that idea. But of course developing and marketing that capability would take time, and so would be another kind of risk (albeit one that could pay dividends for all future games).
It wouldn't take much. Just having the assets loaded at runtime instead of being hardcoded should be enough to get some people started. Though, I have no idea how his engines work, this may not be feasible but it seems like he could do a minimum of something, offer no support and still get some benefit.
> It wouldn't take much. Just having the assets loaded at runtime instead of being hardcoded should be enough to get some people started.
I'm not familiar with Jeff's code, but I do work in game development, and something like this would likely be a huge undertaking, and would affect pretty much every aspect of the game.
Optimisation #0 for loading times is compress a gigantic pile of stuff into a giant binary blob, and index it at runtime. Undoing that to support custom content would be a huge time investment on any of the games I've worked on.
Anything that Special K mod works with will let you replace a texture after it's loaded, even with no developer support.
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The original Exile games had tilesets that just loaded from .bmp files, so he's done it before.
I remember making little Exile "fangames" in Clickteam's The Games Factory as a kid using those assets.