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Qubus0 avatar Qubus0 commented on August 21, 2024

sounds like a good opportunity to use a custom resource to keep everything editable within Godot

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ithinkandicode avatar ithinkandicode commented on August 21, 2024

sounds like a good opportunity to use a custom resource to keep everything editable within Godot

That's a great idea and could certainly be applicable for use cases where you want to give other modders options to control your mod.

But this config is intended for use by the end users of mods, ie. the players. I think it's fair to assume that the majority of players won't have Godot installed. So the advantage to JSON files is that anyone can edit them, at any time, without needing extra software. Also, if a settings editor is built (either in-game or with an external app), then the user's settings will need to be saved somewhere. Having everything in a JSON file from the outset means their settings can be saved to that same file.

For a use case, see Brotato's DebugLoader. It does what you can already do in Godot (by editing debug_service.tscn) -- but still has a purpose, because there are instances when you want to use those debug features without opening the project in Godot. For example, for each release of my Invasion mod, I release a JSON file that gives you all the items, so they can be previewed and tested. You can also edit that JSON to start with only certain items, which can also be used for testing, or to create custom challenges. You can also use multiple JSON files to quickly trial different builds.

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Qubus0 avatar Qubus0 commented on August 21, 2024

all good points. if we go for a mod manager user interface we could still go for resources to integrate with it directly. json would still work for that as well though

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