Hi there! I’m actively working on my own monogame extension. Its primary focus is making modding more accessible. It can already use external folders from loading data from xml files, so level editing and basic implementation of variants of in-game elements is possible. What would be really cool though, is to let people import any asset (music/effect/texture/shader) and create their own content for the game (enemies, AI, items…) without being restricted because their idea can’t be created out of a variant of a game element (this is far-fetched, but if anyone wants a map tile to suddenly shoot collectible items w/ a rainbow effect while playing a custom sound effect [ect], it’s better to let them code that than create a ShootItem() method with tons of parameters)
My two main objectives are:
-To have the game build external assets to .xnb in order to easily load them (better alternative to .FromStream())
-To create external scripts for class inheriters that the game can run
Current Questions:
-Wow much of this is supported in monogame/.net?
-What approach would you recommend for implementing those features?
-Do you reckon it’s better to have those building tools as a portable version, or to simply require MG to be intalled on the machine?
UPDATES:
-As of 7/12/17, I’ve managed to isolate the build utilities -> this means I could technically get the program to have its own built-in builder. Still experimenting with that. The goal would be to enable any modder with MG installed to freely build their content into the game. Now, what is needed is the whole class system to make it easy and built-in.
Current Goal:
-Making a standalone program for importing assets and building them to xnb via a data file listing said assets (basically, a built-in .mgcb editor)