1/13/2023 0 Comments Factorio megabaseI was sad that in Factorio, all the scripts are not able to be pre-defined in some interface directly in the game, but as pure code instead. Basically, you have to find a good trigger which matches your requirements as closely as possible, then you have to just add values and that’s it. I had a lot of experience with editors for StarCraft/Warcraft, in which you would write scripts in-game, using a system based on “triggers”. When I first tried the Factorio editor, I was surprised that it was actually quite limited. So I came up with the idea of making my own maps along the theme of the tutorial, only it wouldn’t be a tutorial anymore, but regular missions instead. At the same time, I didn’t want to keep starting a new game and building and developing everything from scratch. After 200 hours of Factorio I started to feel the slightly repetitive gameplay and was starting to miss a challenge. It’s actually hard for me to decide where to start, because the idea of additional objectives for the campaign was born in my head more than a year ago. I want to talk about my Story Missions mod. It’s pretty involved, and a lot of fun! Story Missions: The Story GreenFlag Written by GreenFlag, edited by stringweasel, Nanogamer7, Conor_, Therenas, MyNameIsTrez, Firerazerįor the first issue in the last month of the year, first-time contributor GreenFlag presents their first big modding project that aims to add a proper RTS-style campaign to the game, in the spirit of the game’s tutorial levels.
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