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But room making that would then appear randomly in the Gungeon? Nothing too hard - either a simple tilemap editor or Tiled import would suffice here. The only thing that could prove troublesome are enemy spawns, however this can be calculated by the game itself though "wave designer" would be a nice touch.
Again, I'm not opposing it and I certainly do hope that character/gun modding will eventually happen, but it is hard problem to chew from implementation standpoint (dev side of things). Currently devs can just hardcode everything and it is easier than making tool to interpret files. I should know as I was making a level editor for a game I'm making (3D platformer) which took better part of last year (as I want to give player same power regarding level creation as I have, like back in the old dayus of doom/quake modding).
Room modding would be certainly easier to do so it should be developed first.
Patterns specifically (like a happy face or whatever) are probably more involved. Like, if the bullet pattern is 4 bullets in a square shape, all the bullets would be one sprite and you'd modify the hit box somehow. Just depends on how the game is built. Torchlight's editor for example makes editing projectiles super easy....assuming you know what all the variables mean and what all the buttons in the editior do lol
Again, I'm not opposing it, but if devs of this amazing games decide to implement modding support, they should start with something simple to test the grounds. Like room modding.
I'm not arguing anything, just chatting. But while I'm at it, editing room behaviors, set pieces, and spawn logic sounds way harder to monkey with than simple text files. :p
Also you need to take dev side of things as well. Loading rooms is easy. Just load up array of tiles from a file containing byte stream of tile IDs (roughly speaking). But, for "text modding" to work following things would need to be implemented:
1. Interpreter of said files. Said interpreter would have to contain following subcomponents:
- Tokenizer - since for computer such text file is just stream of letters (or more accurately, stream of ASCII or Unicode letter codes), you need to write a code that would check for needed tags, etc. and translate it into byte sequences. So eg. spread: explosion becomes following bytes: 34, 5. This is hardest part.
- Validator: So if someone would try to make "gun file" that contains random characters, it would be deemed invalid and game would inform player of it either with an error message or in a log file. Medium to hard difficulty. Usually it's part of tokenizer.
- Actual interpreter. Let's get back to our "spread: explosion" (which becomes bytes 34, 5) example. For the computer 34 is just another number. Code needs to be written that goes through "instruction list" of bullet script after it gets validated and tokenized and then react appropriately depending on what instruction and what parameters are put on.
2. Image loader of gun/bullet sprites. Not too hard.3. A system that would detect "power" of modded-in gun and assign drop rate accordingly.
Suddenly not so simple, huh?
It may take just as much work (or nearly so) for the simple map editor. If they don't have any way to accept files and things, it needs to get all that extra bit put in; reading in a room in CSV format or imported from tiled as you suggested, or whatever. Just depends how they set it up.
But I'm all for it regardless of what path it takes - I love playing with that kind of stuff. Just as long as it is all optional, of course [which is almost always the case]. I would hate to have all the terrible rooms spawned full of enemies 'just because' to be in game ;)