The road to full object modularity


Overview

In version 0.0_07 Pre-Alpha, the game is going to host a revamped module system.

Gone will be the times when you were limited to only a few fixed module types for each object.

Now you are going to have the freedom of being able to add as many modules of arbitrary type to any object (with constraints, more on which is below). These modules can be specified in the object's KFF definition which is editable by the player.

Sample code of a new melee module definition (click to enlarge):

Details

Every module has a list of object types, to which it can be added (e.g. you can't add attack-focused modules to objects that don't belong to a faction).

Modules also can be incompatible with each other (mostly due to UI or Procedural-GUI restrictions - this boils down to fixed positioning of UI elements, that would overlap with each other and create a mess).

Notable module combos that can't be added together are:

  • Research, Barracks, Constructor
  • InventoryUnconstrained, InventoryConstrained, ResourceDeposit

(These can't be added to objects simultaneously, for technical or UI-related reasons)

Full list of modules (not all will be available in 0.0_07) is here https://docs.google.com/spreadsheets/d/1wm06OpjE3duIAMHO1p-yOcvGWsvCXk_gUxdDGbr1s0w/edit?usp=sharing

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