Hi everyone,
This is a repost of the tech update I posted over at Kickstarter, but I figured some of you might find this interesting, considering it's an engine I built from scratch. Update below:
ArvTech 3.0 update v1First of all, a few backers asked me if I could implement an Iron Man mode (for those of you not aware of the meaning, it means the game keeps one single save file of your progress - you can never reload if you messed up, nor can you save to a different file). Well, since they asked so nicely, I can confirm that Iron Man mode will be in the game - here's a screenshot of the menu you get on clicking "start" from the main menu:
NOTE: These portraits are older images, which we will be changing as the art overhaul happens.
Secondly, a few other backers asked me how I could offer mod support straight out of the gate - I mean, these things are tough to implement and support, right? Well, thanks to the wonders of ArvTech 3.0, it's very easy. Let me show you how easy it actually is:
1. Let's take a look at a normal install of the game. Our focus is on two folders today - "res", which contains the official game resources, and "mods", which will contain any mods you make.
2. First, we move inside the "res" folder, and find this directory structure:
3. You'll notice a file called "default.xml" - this is the master file for the game, and it contains a link to every single parameter to the game. Let's open it, see what we find:
4. Let's say I don't like the default inventory layout, and I want to just change that while keeping everything else the same. This seems like a promising place to start:
<inventory layout="res/layout/inventory.xml" db="res/items/db.xml" />
5. Now, all I have to do to make a mod that changes just the inventory is to copy the default.xml file, go to the mods folder, and paste it. To make sure the game scans the file, I change the filename to "example.unrmod", which tells the game that this is an Unrest Mod file.
After that, I can copy the inventory.xml file, paste it inside the mods folder, rename it to "inventory_v2.xml" and change whatever I want in it. Once that is over, I open example.unrmod in Notepad, and change this:
layout="res/layout/inventory.xml"
TO
layout="mods/inventory_v2.xml"
To recap, this is what the "mods" folder should look like now:
6. And voila! Now I have a mod called example that modifies just the inventory layout of the game. Let's open the game, select the "mods" from main menu, and see what we find:
That's pretty much how you start modding the game. If you played Will Fight for Food, you'll notice the similarities between the folder structures. That's because WFFF was ArvTech 2.0!