#+BEGIN_COMMENT .. title: Game thing progress #8, actually mostly about editor stuff .. slug: game-thing-progress-8-actually-mostly-about-editor-stuff .. date: 2021-01-02 22:18:28 UTC .. tags: .. category: Game thing .. link: .. description: .. type: text #+END_COMMENT Hello, Hello, all two (three?) of you reading. It's good to see you again. Once again it has been some time since the last post. Many things have happened, mostly me also helping out on some other game, which also takes time (actually, I will get paid for it when I sort out paypal stuff so I'm not just wasting time, hopefully). But really, who cares about that, right? You're probably here to read the progress on THE game, not some other game. It's been pretty slow. The current part will have more walking-mode content than all the previous ones together, and drawing and programming that stuff takes a lot of time, although I haven't touched it in a.. while. Mostly have been procrastinating or doing something else, after drawing three rooms and implementing two. Since the release, I've implemented modding for the terminal-mode of the game. Mods can basically do everything normal lines can, but are loaded from the instance menu (you'll have to play the game if you want to know where the menu is). I've written an elaborate instruction on how to make them [[https://github.com/vaartis/someone/blob/master/resources/mods/modding.org][here]], although this will only be relevant whenever the next release comes out. Nevertheless, I think it came out pretty well. When mods are loaded, they are provided a separate line environment than can only access its own lines and can't touch the main-story lines or other mods' lines. Mods can also load scripts, these are not vetted like the lines are, as I couldn't figure out a good way to do so. However, they're always available in namespace ~mod.