Difference between revisions of "Modding Guide"

From Wildermyth Wiki
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* [[Tag Reference]]
* [[Tag Reference]]
* [[Text Styles]]
* [[Text Styles]]
== Adding a wilderness encounter ==
This section is under development.
* [[Wilderness encounter]]





Revision as of 10:53, 28 November 2019

Wildermyth is intended to be pretty moddable, but a lot of stuff isn't documented yet.


Tutorials and Guides

How to write your own Villain

This is a series of blog posts that walk through how to create a villain (campaign story). The story is called "Heart of the Forest" and the mod is shipped with the game so you can inspect it or use it as a baseline.

Writing Stories

There are a bunch of helpful articles on the wiki for this!

Adding a wilderness encounter

This section is under development.


How it Works

Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, are mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.

Game Data Reference

How the game works.