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Author Topic: Feral Beast mod  (Read 30966 times)

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Offline r_b_bergstrom

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Re: Feral Beast mod
« Reply #15 on: July 09, 2010, 08:34:21 pm »
I think you don't need to copy the Ingredients into the main gfx in Aquaria, if you put them in the mod graphics/ingredients/ it should work.

I know that technically you don't have to do so, but we had our reasons.

In theory, a person could use our ingredients list while playing the main game or other mods. (If they don't want to use our ingredients and recipes, they have to manually replace the default files once they've closed our mod).  Assuming someone might use those recipes in another context, and might mix items together that match the new recipes (either intentionally or by accident), we figured the images needed to be where another mod (or the main game) could access them. Less chance of a crash that way.

The sticky buns recipe in particular is really easy to trigger by accident (and also a little buggy it seems, every once in a while the game gives you cake instead of buns), so I didn't want there to be any chance it would stall or crash someone's game, or generate an image-less item in their inventory. The over-zealous install shores up that weakness.

Offline r_b_bergstrom

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Re: Feral Beast mod
« Reply #16 on: July 09, 2010, 08:51:14 pm »
 Thanks to everyone that's provided feedback. You've given us good food for thought, and kind encouragement. It'll be a better mod because of what you've said.


Rather than spending the rest of the morning addressing every individual comment, I'm just going to reply to three most important concerns that people have voiced:

1: Very good point on it being too easy to miss the Beast Form Cave. Our bad. We're working on ways to solve that, without making the mod too annoyingly linear.

2: There will be save points in the next (or the final) version, including some in the levels you've already seen. We left them out on purpose because we weren't sure how much we'd end up changing the opening levels once we got a real handle on modding and the direction this project was going.

3: The whole food system is a work-in-progress at this point, and I anticipate putting more emphasis on eating things as we go. Chapter 1 was just kind of a "proof of concept" in that regards, testing everything to see if the core idea was feasible, and to see if we could actually add french fries to the main game. :)  We'll likely refine it some more as we go.


EDIT/CLARIFICATION: In item 3, when I said "I anticipate putting more emphasis on eating things", what I really meant was "I anticipate putting more emphasis on using the beast form bite attack to devour entities and gain benefits (health, beast shot, etc) from eating them". It came across as a comment about how we might further refine the recipes, which we no doubt will, but I meant to also indicate that eating enemies raw will also more frequently provide benefits in the finished version(s) of the mod. I just need to go in and tweak a few .lua files to make that happen.
« Last Edit: July 11, 2010, 08:23:45 pm by r_b_bergstrom »

Offline BishopKayn

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Re: Feral Beast mod
« Reply #17 on: October 16, 2010, 05:56:43 am »
I know that this seems odd, but would the images actually go into the mod files? or is this supposed to modify the game itself? I'm not so sure about doing things that way.....Sorry mostly confused
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Offline False.Genesis

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Re: Feral Beast mod
« Reply #18 on: July 13, 2012, 03:57:19 am »
Update that works with the open source version (and old ones too): http://fg.wzff.de/aqmods/feral.zip

Also added world maps and partially rewrote the scripts, the code hurt too much when looking at it. ::)
Is now available via mod downloader (hope it's ok i added it there).
« Last Edit: July 13, 2012, 04:05:36 am by False.Genesis »