Bigbadbeee wrote:How would I make a mod API?
That might get philosophical, and I'm sure lots of people have different opinions. A good tip would be to simply ask someone who would likely be the person that makes mods for your game, and come up with something you're both okay with working with. Or, just mod it yourself, i.e. make an addon that's not part of the game directly, but can be tacked on for fun (like a Hawaiian-Shirt Day mod, that makes all of your characters wear hawaiian shirts).
Of course, if you spend all of your time working on the mod api and not the game itself, and never get the game finished, then nobody will want to mod it. So, focus on the game first. Add the mod api later.
Bigbadbeee wrote:
P.S I know you would do something like
Code: Select all
modapi = modapi or {}
function modapi:RegisterMod()
Also how would I make sure the Mod has those functions in it and if it does Add the mod(or something like adding)?
Again, philosophical and people's opinions will differ, but this is probably too general. Instead think of it more on a feature by feature basis. You have a list of swords in the game, have a SwordList:AddSword() function. Have a city with NPCs wandering around, GetCity("WhiteRun"):Add(Character("Anti-Nazeem")).