Infectonator : Survivors

Infectonator : Survivors

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kerissakti  [開發人員] 2015 年 3 月 27 日 上午 9:45
Modding Infectonator Survivors
Helo Survivors!

Before I started making games, I was a game modder. My first ever game development experience was modding games back when I was in high school. It was fun to create something new and add it into a game I was playing, or just to see something stupid happen by changing a few variables.

I want people to enjoy my game not only by playing it, but also by fooling around with it and possibly creating something awesome in the process (or something funny). So, I set a few goals when I started working on Infectonator : Survivors. One of those goals was to build a moddable game that allow its players to add their own content and share their creations with other players.

I'm happy to announce that Infectonator : Survivors now supports modding! It's a work in progress, so not everything is moddable yet, but hopefully it will be in the future. Currently, you can create your own characters, weapons, teams and zombies or change existing ones.

Trying Out Mods
You can install and try our test mod by following these simple steps!
  1. Download our test mod conveniently named "testMod" here :
    https://www.dropbox.com/sh/10l8ksjnbyyia9e/AAAIzYDOghqNYDDbSriTE2L8a?dl=0

  2. Locate Infectonator Survivors installation directory. Usually it's under "Steam\SteamApps\common\Infectonator Survivors". You can simply open Steam -> Library -> Right click on Infectonator Survivors -> Properties -> Local Files Tab -> Browse Local Files

  3. Locate "assets/mods" folder inside, then place the "testMod" folder there.
    • Windows - in Windows the path should be something like this : Steam\steamapps\common\Infectonator Survivors\assets\mods\testMod
    • Mac - in Mac, right click on Survivors.app -> show package contents -> Contents\Resources folder -> create assets\mods folder inside of resources -> place testMod inside assets\mods.
This simple mod will replace Sydney with a Black and White male character.

http://imageshack.com/a/img913/6336/OkcdtS.png
Click on Browse Local Files to access the game's installation directory.

http://imageshack.com/a/img537/3010/hM2xG9.png
This is the testMod in action.

Creating Mods
To create your own mods you can follow these steps.
  1. Download game asset resources templates and examples. You can download the modding resources here :
    https://www.dropbox.com/sh/31uisfnr4ae394t/AADkz_VUj06palMzkzsLaZ2Za?dl=0

  2. Follow the link above and you'll find Character Mod template and Weapons Mod template.

  3. We use Flash CS5 to create our game assets and animations. So, we provide you with the Flash CS5 template FLA file that you can modify. If you don't have Flash we also provide you with the exported sprite images in PNG format.

  4. After you have created your own game assets, export it into PNG sequences. Then you'll need to turn it into a Texture Atlas. To do this we use TexturePacker, you can download it for free here : https://www.codeandweb.com/texturepacker

  5. Select the Starling/Sparrow format to create your texture atlas in TexturePacker. Then insert all your game assets inside. You can also check out the TPS file included in the template.

  6. The final product should be a Texture Atlas PNG and XML file. Place these files into your own Mod folder and place it inside the "assets/mods" folder.

  7. For a Character Mod to be loaded properly you'll need to include a couple of XML config files.
    1. EquipmentList.XML, an XML file that begins with <equipments> tag
    2. CharacterList.XML, an XML file that begins with <characters> tag
    I recommend that you play around with our testMod to learn about these XML config files.

WARNING!
Use mods at your own risk. By modding this game you may unintentionally cause the game to crash.
If you find that the game crashes, simply delete your mod and restart the game


Modding Rules:
  1. Place your mod files inside a new folder.
  2. Place the new folder inside the 'assets/mods' directory.
  3. You can add more than one mod into the 'mods' directory. Each mod should be separated with a unique folder.
  4. Avoid using the same file name. Name conflicts may cause errors.
  5. Always use this naming format [YourName]_[ModName] on the beginning of your files and textures when modding to avoid conflicts with other modders. Example "Kris_ResidentEvilMod_Characters.xml".

In the future when the system is more stable, we'll integrate this mods system with Steam Workshop. However, at this stage we are still actively tweaking and rewriting game codes to make the game more mod friendly.

I will post more modding tutorials and documentations here.

We would love to hear what you think about this new feature. Also, we would love to see mods that you created!

Cheers,
Kris
最後修改者:kerissakti; 2015 年 3 月 29 日 下午 8:59
< >
目前顯示第 1-15 則留言,共 52
$oup0peraaaa 2015 年 3 月 27 日 下午 6:38 
Dropbox folder for "testMod" is empty.
Umbras Memoria 2015 年 3 月 28 日 上午 4:41 
Think someone could make a mod for fixing the framerate issue?
kerissakti  [開發人員] 2015 年 3 月 28 日 下午 7:47 
引用自 $n1z
Dropbox folder for "testMod" is empty.
Just uploaded the testMod again, it should be there now
Brock 2015 年 3 月 29 日 上午 8:41 
The folder doesn't seem to exist on the mac version. Is it in a different location?

EDIT: Figured it out, right click on Survivors.app -> show package contents -> Contents\Resources folder -> create assets\mods folder inside of resources.
最後修改者:Brock; 2015 年 3 月 29 日 上午 8:48
SalzStange 2015 年 4 月 7 日 下午 8:24 
引用自 kerissakti
Helo Survivors!

Before I started making games, I was a game modder. My first ever game development experience was modding games back when I was in high school. It was fun to create something new and add it into a game I was playing, or just to see something stupid happen by changing a few variables.

I want people to enjoy my game not only by playing it, but also by fooling around with it and possibly creating something awesome in the process (or something funny). So, I set a few goals when I started working on Infectonator : Survivors. One of those goals was to build a moddable game that allow its players to add their own content and share their creations with other players.

I'm happy to announce that Infectonator : Survivors now supports modding! It's a work in progress, so not everything is moddable yet, but hopefully it will be in the future. Currently, you can create your own characters, weapons, teams and zombies or change existing ones.

Trying Out Mods
You can install and try our test mod by following these simple steps!
  1. Download our test mod conveniently named "testMod" here :
    https://www.dropbox.com/sh/10l8ksjnbyyia9e/AAAIzYDOghqNYDDbSriTE2L8a?dl=0

  2. Locate Infectonator Survivors installation directory. Usually it's under "Steam\SteamApps\common\Infectonator Survivors". You can simply open Steam -> Library -> Right click on Infectonator Survivors -> Properties -> Local Files Tab -> Browse Local Files

  3. Locate "assets/mods" folder inside, then place the "testMod" folder there.
    • Windows - in Windows the path should be something like this : Steam\steamapps\common\Infectonator Survivors\assets\mods\testMod
    • Mac - in Mac, right click on Survivors.app -> show package contents -> Contents\Resources folder -> create assets\mods folder inside of resources -> place testMod inside assets\mods.
This simple mod will replace Sydney with a Black and White male character.

http://imageshack.com/a/img913/6336/OkcdtS.png
Click on Browse Local Files to access the game's installation directory.

http://imageshack.com/a/img537/3010/hM2xG9.png
This is the testMod in action.

Creating Mods
To create your own mods you can follow these steps.
  1. Download game asset resources templates and examples. You can download the modding resources here :
    https://www.dropbox.com/sh/31uisfnr4ae394t/AADkz_VUj06palMzkzsLaZ2Za?dl=0

  2. Follow the link above and you'll find Character Mod template and Weapons Mod template.

  3. We use Flash CS5 to create our game assets and animations. So, we provide you with the Flash CS5 template FLA file that you can modify. If you don't have Flash we also provide you with the exported sprite images in PNG format.

  4. After you have created your own game assets, export it into PNG sequences. Then you'll need to turn it into a Texture Atlas. To do this we use TexturePacker, you can download it for free here : https://www.codeandweb.com/texturepacker

  5. Select the Starling/Sparrow format to create your texture atlas in TexturePacker. Then insert all your game assets inside. You can also check out the TPS file included in the template.

  6. The final product should be a Texture Atlas PNG and XML file. Place these files into your own Mod folder and place it inside the "assets/mods" folder.

  7. For a Character Mod to be loaded properly you'll need to include a couple of XML config files.
    1. EquipmentList.XML, an XML file that begins with <equipments> tag
    2. CharacterList.XML, an XML file that begins with <characters> tag
    I recommend that you play around with our testMod to learn about these XML config files.

WARNING!
Use mods at your own risk. By modding this game you may unintentionally cause the game to crash.
If you find that the game crashes, simply delete your mod and restart the game


Modding Rules:
  1. Place your mod files inside a new folder.
  2. Place the new folder inside the 'assets/mods' directory.
  3. You can add more than one mod into the 'mods' directory. Each mod should be separated with a unique folder.
  4. Avoid using the same file name. Name conflicts may cause errors.
  5. Always use this naming format [YourName]_[ModName] on the beginning of your files and textures when modding to avoid conflicts with other modders. Example "Kris_ResidentEvilMod_Characters.xml".

In the future when the system is more stable, we'll integrate this mods system with Steam Workshop. However, at this stage we are still actively tweaking and rewriting game codes to make the game more mod friendly.

I will post more modding tutorials and documentations here.

We would love to hear what you think about this new feature. Also, we would love to see mods that you created!

Cheers,
Kris

Hi,
do you have a email or something like that?

Kind regards
Salz
Redead-ITA 2015 年 4 月 13 日 下午 12:50 
this modding needs a site so when he comes the steam workshop we will have already a site where download mods
最後修改者:Redead-ITA; 2015 年 4 月 13 日 下午 12:50
Umbras Memoria 2015 年 4 月 13 日 下午 7:21 
i keep asking when we'll get a fix for thr framrerate issue, and\or the dynamic lighting button to work, but it's been dead on any eta. >.<
Kenji_03 2015 年 5 月 4 日 下午 10:21 
Can we mod the "Hunt Zed" part? As I want to modify either the visibility of Zeds or let you leave when there is just one Zed left
Tyhon13/37 2015 年 5 月 22 日 下午 10:03 
i hope you guys can make steam itergration for mods
Hiruma9702 2015 年 7 月 12 日 上午 10:56 
I'd like a mod that would replace Pewds ans Maria by Beavis and Butt head ! Oh I'd like it sooo much *.*
naveadsmes 2015 年 7 月 25 日 上午 9:49 
instead of focusing on modding a broken game, can we get it fixed first?
GREY 2015 年 9 月 5 日 上午 2:32 
Who would want to mod this in the state its in, needs more updates lol
BigB 2015 年 12 月 7 日 下午 2:45 
Oh, thats very nice - I´m with your game quite some time and see good progress in the years.
Modding made Halflife great and I like using Worldcraft ages ago, so I think I´ll have a look at this, too.
Will there ever -technically- the possibility to get this to Steam-Workshop?
I thin that would boost the game very much.
The Seraph of Tomorrow 2016 年 2 月 4 日 下午 2:09 
引用自 naveadsmes
instead of focusing on modding a broken game, can we get it fixed first?
You could fix it with mods... just saying.
Merchant of Praven 2016 年 6 月 12 日 上午 10:53 
How can I edit Zombie stats?
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張貼日期: 2015 年 3 月 27 日 上午 9:45
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