9/16/25 Gameplay Effects
2 weeks ago
Atlyss Size Mod Development
My initial idea when making the Growth Mod was going to be purely visual. Just make some tools that makes the NPCs and player grow. Now the idea has grown into something else entirely.
It's not often I get the chance give people a gaming experience. Prior to starting this project, most of my work had only been shared among a small group of friends. Otherwise, I only code for myself. It's fun to give people something to play with, but it takes a lot of work. The effort isn't worth it if you don't have an audience.
When a bunch of people showed interest in my mod I realized that I suddenly had an opportunity to put something fun together. This mod doesn't have to just be a visual fetish thing, I could make it its own gameplay experience on top of the great game that Atlyss already is.
It may require a lot more work than the initial idea, but I think it's worth it even if a small group of people play it and have fun with it.
I'm already putting systems in place to get these gameplay features working. However, my main focus is still the visual aspects of the mod. Gameplay changes won't come into play for a while. Before that, I want to make the mod a little more interactive. When your character is larger, or smaller, I think it would be fun if it affected your movement. An easy one would be making your jump height change with size.
I have to be careful with kinds of changes since Atlyss is not designed with this in mind. Platforming segments would play out differently as an example. However, this is a mod. Sacrificing some gameplay stability for immersion is perfectly valid.
That aside, today I tried to fix the questing problem.
I failed.
But, I'm getting closer to a solution. Hopefully, I'll have this figured out tomorrow.
It's not often I get the chance give people a gaming experience. Prior to starting this project, most of my work had only been shared among a small group of friends. Otherwise, I only code for myself. It's fun to give people something to play with, but it takes a lot of work. The effort isn't worth it if you don't have an audience.
When a bunch of people showed interest in my mod I realized that I suddenly had an opportunity to put something fun together. This mod doesn't have to just be a visual fetish thing, I could make it its own gameplay experience on top of the great game that Atlyss already is.
It may require a lot more work than the initial idea, but I think it's worth it even if a small group of people play it and have fun with it.
I'm already putting systems in place to get these gameplay features working. However, my main focus is still the visual aspects of the mod. Gameplay changes won't come into play for a while. Before that, I want to make the mod a little more interactive. When your character is larger, or smaller, I think it would be fun if it affected your movement. An easy one would be making your jump height change with size.
I have to be careful with kinds of changes since Atlyss is not designed with this in mind. Platforming segments would play out differently as an example. However, this is a mod. Sacrificing some gameplay stability for immersion is perfectly valid.
That aside, today I tried to fix the questing problem.
I failed.
But, I'm getting closer to a solution. Hopefully, I'll have this figured out tomorrow.