Any plans to add modding support to this game?
Thanks!
Traditional roguelike in the style of ADOM and Omega · By
Hi! So, I guess the answer is, yes and no. Right now there isn't a way to eg drop mods in, enable/disable them in the game, that sort of thing. I don't know if I'll ever go that way, unless the game takes off in a way that it hasn't so far. But, if you're just looking to change stuff - add creatures, spells, items, maps, etc, there's absolutely support for that. All the text is externalized. Creature behaviours, custom map code, etc, are all handled by Lua scripts which can be edited. Map data is all contained in XML files. There's a lot of opportunity to hack at stuff, even if eg you'd want to do so in a separate copy of the game.
What kind of support are you looking for?
Hi! I'm basically looking to create a sci-fi horror total conversion mod, seeing that that particular "theme" is practically non-existent for roguelike games (with a few exceptions). I want my mod to be streamlined and simple, almost coffee break (or lunch break) style. I'd prefer to further discuss this over Discord, if that's ok with you. My ID is:
spectral0451 (formerly known as Spectral#9150)
(DMs are always open, anytime)
Also, I'm assuming it's easy to change the sprites? I love the sprite sheet you provided, but I'd like something a bit more sci-fi themed.
In the meantime, I'll take a look through the game files to see how everything works.
Yeah, for sure. I mean, I haven't tried it, but everything is configurable, so it should be. Spritesheets are defined in ShadowOfTheWyrm.xml in the <Spritesheets> element.
The size of the tiles is defined in swyrm.ini. Check out display_tile_size if you want to do something other than the defaults. If you want to do a tile size other than 16x24, you'll also need to supply a new font file, too. These are all configurable, so _should_ be okay to change, but I've only really tested in the one size, so it's entirely possible there may be bugs here, too.