You are doing an excellent job with this game, and even if it's not MODable at all, i think it's one of the best droid games.
I really don't want to "annoy" you with implementing more MODing features if you are too busy or you simply don't like to do it. So please, don't make what I'm gonna say if you don't like it or you don't have the time. I will understand because I already been a game developer and i know what is to make a game to a community that is asking to implement a lot of features.
This is my opinion, not a feature request. If you don't want to implement this, I will understand.
OK, so what i think it's useful for MODing could be a file or files with every item (monsters, weapons, armor, potions, etc...) data, such as health, speed, display name, damage, sound it makes, graphic it uses and so on.
Because you already developed the engine, i think we don't need right now any game logic definition file.
With something like that we can make Deadly Dungeons look like a different game without touching the source.
I will explain how, in my oppinion, i would implement each type of file:
[Item_ID : String]
Item_Type =
Display_Name =
Display_Graphic =
Parameter1 =
Parameter2 =
Parameter3 =
ParameterN =
I suppose you understand what i mean.
[Item_ID]: Unique item type identification name. Better a String type than an Integer.
Item_Type: the type of item this will be. It's values are just fixed hard-coded data type (monster, weapon, decoration, potion, treasure, gold, armor, shield, ring, necklace, shop, dialog_npc, quest_giver, etc...)
Display_Name: the name that appears in screen.
Display_Graphic: the graphic to use when showing this in game. String type that points to the desired graphic it the graphics directory.
Parameter1...ParameterN: a serie of parameters that will be used for every type of item. Depending on the value of "Item_Type", the parameters could be 1, 2, 3, 4, etc... and the data accepted could vary. For example, for monsters could be health, damage, level, speed, drop quality, drop chance, etc... But for weapons will be: min damage, max damage, item quality, cost, ...
But now here comes a problem: allow to use the MODs without the need to root the device or without creating a custom installation package.
This is easy to solve: include in full version game an extra menu option to load external custom MODs. Those MODs could be in a same directory structure than the original data, for example, in my droid SD, i could have a directory called "My Dungeons Mod", and inside it, a structure data like this:
My Dungeons Mod
|
|--- Drawable (Custom GFX)
|
|--- Raw (Custom Sounds)
|
|--- Values (Custom Objects Data Files: scripts)
So when the user selects the menu option called "Load Custom Data", the game will be using the data into the specified directory.
Another solution is to use ZIP files (or whatever packaging format) with an internal structure like the original game directories structure. |