Blood and Bacon
-$ilver- Aug 20, 2017 @ 2:44pm
Modding/Map Making for Blood and Bacon
Some one mentioned workshop and I am not familiar with that, but I am with the idea of mapping and modding.  Can people make maps for this game?  I mean this has the potential to be Serious Sam in scope if it was allowed to be.  Which in all seriouness I was expecting when I was looking at the game in the first place.

What is stopping it from having story driven missions that starts at point A and ends in B, instead of always being stuck in one location such as this particular farm?

The best part is that the enemies are already here (Although if we could have/make more that would be grand too.), the cool effects are here, the co-op is already there as well, all we need are new maps.

Is there anything stopping us from making them, even if they have to be submitted to and approved by a dev to be uploaded for others to play?
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Showing 1-15 of 16 comments
BigCorporation  [developer] Aug 20, 2017 @ 3:49pm 
Approval of maps goes through developers and then steam. Right now there is no way to implement a new map.

You are welcome to make one. But it is a slim chance it will work in the game engine, since the requirements for a working map is quite heavy. You need collision maps, and a raytrace map, and a map for lighting. Also the map has to have all the interactive elements in the exact same location to work.
BigCorporation  [developer] Aug 20, 2017 @ 3:52pm 
Changing only the skin of the map, would produce many errors, but you also need to provide day and night versions, and about 4 texture maps for them.

It is possible, but it is a ton of work and testing. Remember the map has to work for all scenarios, day night, bosses, easter eggs locations, all the blood writing, the golden keys, red sun targets too....all enemy days have unique spawn locations that work with the farm map too.

Otherwise you will have so many glitches it will be unplayable.
Last edited by BigCorporation; Aug 20, 2017 @ 3:53pm
-$ilver- Aug 20, 2017 @ 5:27pm 
That is not what I meant. Half Life mapping at least, especially Sven Co-op, you take empty space (Basically limitless so to speak.) and fill it. Make sure there are no holes in your walls/floors that could cause errors and at least for co-op play, have legitimate spawn points in order for it to be considered "co-op". Nite and day cycles should not matter either and be up to the individual mapper themselves.

Mind you I never made a published map in my life, but I have dabbled in it more than once. I also do not know what game engine you use or it's limits, but a mapper should not have to reskin your one map, but be allowed to make a whole new one. Your map is what I would consider an arena map. What I am talking about are large, even huge open levels where the players run around and kill things, maybe solve puzzles, but basically run and gun games like Serious Sam or Pain Killer, opposed to always being stuck on the farm or another arena type map.

And why would Steam need to approve a map for your game? Do they hold rights to your game or you modded off of theirs? Even still why would they need to approve anything? All player made content would run under your game. Maybe I am thinking of older modding before there was Steam, but still I would not think it would matter.
Last edited by -$ilver-; Aug 20, 2017 @ 5:28pm
BigCorporation  [developer] Aug 21, 2017 @ 12:22pm 
This game does not use a game engine. Making holes in floors walls, does not apply for this game. Collision is not raytraced.

This game is c# coded. There is no map making software.
BigCorporation  [developer] Aug 21, 2017 @ 12:24pm 
Huge open world is not possible unless the game is completely recoded.
-$ilver- Aug 21, 2017 @ 2:03pm 
Ahhh... pity. If there was map making software the community could really grow.
Last edited by -$ilver-; Aug 21, 2017 @ 2:04pm
BigCorporation  [developer] Aug 21, 2017 @ 2:12pm 
Hmmm surely. Game just designed on a tiny budget. Support tools for mods and approvals requires more personnel and assets. Just a $1 game for now.

Thanks for your support and feedback.
Last edited by BigCorporation; Aug 21, 2017 @ 2:12pm
-$ilver- Aug 21, 2017 @ 2:22pm 
Originally posted by BigCorporation:
Hmmm surely. Game just designed on a tiny budget. Support tools for mods and approvals requires more personnel and assets. Just a $1 game for now.

Thanks for your support and feedback.


Yea I was not sure what you used- Half Life, Unity, etc. And I am more a pick up and place textures kind of person, rather than a coding one.
BigCorporation  [developer] Aug 21, 2017 @ 6:50pm 
Yeah, no game engine. Just 100% code in c# like terraria, or stardew valley.
-$ilver- Aug 21, 2017 @ 7:14pm 
Stardew Valley is a 2D side scrolling RPG type game isn't it? Either way BnB is a good game, I just was hoping the community could do more ourselves to keep it going.

How many people are on the BnB team anyway?
BigCorporation  [developer] Aug 22, 2017 @ 6:57am 
BnB was developed years ago, and originally was a SP game with 2 characters and a few weapons. Since then it has been over 500 updates to the game.

Relying on the community is a great idea, making moddable maps is quite hard unfortunately.
-$ilver- Aug 22, 2017 @ 7:34am 
Well making them in C code is neigh impossible I would assume for people not familiar with the code. Using Hammer or a similar program for Half Life and it's mods is no cake walk either, but as I said, you are basically just pointing and clicking at least for the most rudimentary maps and there are plenty of tutorials out there. The more sophisicated the map, the harder and more time consuming as well of course but still easier than coding.

And it is one of the reasons why a lot of the HL games have lasted so long. Both because they were decent (some better than even store bought games in my opinion) and because the dedicated community kept them alive with new content.

I would assume building games basically from the ground up is also easier using an already dedicated game engine, but if you are looking to make a profit, which $1 is not it, so is Valve and if you sell you have to pay them as well as I recall if using one of their game engines. Not sure if all upfront or just per game copy sold if that option is even possible.

Also your goal may have been to make something completely from scratch just to say you did it or to make sure you could add certain features. But HL allows for a LOT of creativity as well and you can code with in it to make what was not possible or so originally thought, as possible.
BigCorporation  [developer] Aug 22, 2017 @ 8:26am 
This game was a port from Xbox 360 which native language at the time was C#, although your speculations are interesting and creative...few of them apply to this game. :) The game was not created for financial gain, but to be enjoyed by anyone with a PC and a crappy internet connection, cheers.

Thanks for your interest and support :)
-$ilver- Aug 22, 2017 @ 9:44am 
Originally posted by BigCorporation:
The game was not created for financial gain

Not just for a dollar as I said. :steammocking: Do you think you could of made the game as it was then for the original Xbox or would you still need the power of the 360 to do it justice?
BigCorporation  [developer] Aug 22, 2017 @ 10:24am 
Originally posted by JW -WitchitaLineman-:
Originally posted by BigCorporation:
The game was not created for financial gain

Not just for a dollar as I said. :steammocking: Do you think you could of made the game as it was then for the original Xbox or would you still need the power of the 360 to do it justice?

Great question, I believe it required the power of the Xbox 360 to play well. The number of enemies running around and the blood trails really will slow down a lot of PC's back then.
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Date Posted: Aug 20, 2017 @ 2:44pm
Posts: 16