Added a nice blur to the background of the inventory. Looks pretty.
I've come to the decision that I want to make just about anything possible with modding in Project Explore. It might require a bit more time but I think it is worth the extra effort. I have yet to see many games utilize Steam's Workshop capabilities to its full potential. Imagine how exciting it would be to browse the workshop and have entirely different experiences with each mod.
Panos has been hard at work to drawing up new trees and rocks. For now I only have the trees implemented because I am in the middle of re-writing a few things with the mod system.
It's far from finished but I began work on object placement. All of objects are created via mods of course so you can use the same systems. It's all very sleek and fancy.
The new modding system is much easier to understand. I've been re-writing the whole thing to be more useful. If we can do it, you can do it. That's the motto and I'm sticking to it. Now here is a boring picture of the structure of item files.
We are making good progress and I believe we will be able to push a preview build in the next week or two. I can of course not make any promises but I can definitely set goals!
Thanks for reading!
I have been fighting a battle of optimization for a while now and it has been difficult to find a suitable approach to each situation. Before I began my journey into creating a moddable game with Game Maker: Studio I did do some research into how one might do such a thing. Believe it or not I could not find a single example aside from people just decompiling old Game Maker (6.0-8.1) games such as Hotline Miami and writing their own code.
That to me is ridiculous and if I recall accurately I believe it even breaks the Game Maker EULA. I wouldn't rely on users to break my game apart just to add to it. The majority of Game Maker users don't even have the slightest idea of how to actually create a moddable system (or simply believe it is not possible to do it optimally).