Stepping in a bit late in the discussion, but it sounds to me
like you're almost describing the swamp campaign system exactly.
If you get the map editor, you can almost entirely create your
own game, with only a few limitations.
----- Original Message -----
From: "dark" <[email protected]
To: "Gamers Discussion list" <[email protected]
Date sent: Mon, 8 Apr 2013 19:06:31 +0100
Subject: Re: [Audyssey] Corporate VS
IndependentDeveloperswasModeratorMessage
Hi tom.
Well I don't disagree that for programmers more complex editers
are a
distinct advantage, for the reasons you describe and for changing
behaviour,
however for everyone who is not! a programmer, (which comprises a
large
group of people), the situation is different.
Also, just because you have an engine that doesn't have
scripting, that
doesn't mean you can't create different things.
Imagine for a second that shades of doom had a level editer. You
could with
this editer create entirely new maps, placing enemies where you
want them
along with weapons or deciding to have the game set them at
random.
That already would offer a huge amount of customization, since in
a game
like shades maps make a lot of difference and the behaviour of
different
enemies is tactically distinct enough for players to create some
quite
unique situations, especially when you add in doors and keycards
to create
maze puzzles.
Lets say however, the editer would let you do a little more. You
could mod
the game's sounds and add in your own for each pack, and you
could change
some of the properties of enemies, namely their affective range,
what damage
they do, and what health they had.
Even if you couldn't change the weapons, this would already let
you create
something quite different. You could for instance replace the
mutant humans
and other sounds with human ones and create a game where you
infiltrated the
hq of a criminal gang.
You could replace the sounds with robotic ones and give everyone
ranged
attacks and make an sf game etc.
Even without changing the basic weaponry or capabilities of your
character,
much less anything more fundamental in the engine, you could,
through
changing just the environment, redesigning the layout and
altering some
enemy properties, create an entirely different game from the
original
shades.
This is actually how the turrican editer works on a graphical
level. Same
gameplay, different enemies ad properties, very! different
layout.
Of course, altering properties on a flip down menue or modding
sounds isn't
necessary either for a full editer. Even if a shades editer was
made where
you could only move game objects around, players could still
create some
vastly different mazes and configurations of enemy position,
locked doors
etc, and thus change shades of doom from a game with 9 levels
who's layout
you can learn quite successfully, to a game with many more who's
layout you
have to relearn with each new level pack, a challenge for
everyone.
Beware the Grue!
Dark.
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