There is a lot of trouble in documenting progress for a plot centric RPG + Brawler like Will Fight for Food. It takes a lot of effort and scripting to make a playable level that accounts for all the actions a player can do. We also don’t want to spoil the plot too much, and showing work too early in progress can lead to false impressions.
Giving reasons/excuses for our slow rate of blog updates is one thing, but how do we prove that we are indeed working hard to reach a release date?
Answer: Post about the engine! (And some screenshots)
As you might recall in my earlier post introducing Will Fight for Food, I bragged about the moddablity of the game. Let’s take you on a journey through the scripting system and back up my assertion with ROCK HARD FACTS.
NOTE: This is a bit more technical post than what I usually do. If you like it, I’ll do more posts like this 🙂
Here’s a screenshot of the mod select screen, showing the mods available to us now – so far, so simple.
You can switch between mods seamlessly via the main menu, no need to restart the game. The list is loaded from a simple config.xml file.
The engine uses xml files because parsing is fast and they’re easy to read by humans. As you can probably deduce, WFF is the name of the main campaign, and it has the same privileges as a mod. If there’s anything we can script, you can too.
Every part of the game, from the main menu to the plot events is completely customizable. Right now we are looking to go into overdrive and get an alpha build of the game to you guys as soon as possible. We want to prepare a few areas up to scratch first and polish the game, so keep an eye out for more news.
Now let’s get to the pretty part – we have some new levels to show, but to keep an air of mystery, we are only showing a bit of them. Where is our hero in? What is his business there?
You will find out soon. Cheers!