Kubifaktorium Feature 11: Modding tomatoes.

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Published on ● Video Link: https://www.youtube.com/watch?v=1PpcxwlZEOA



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Kubifaktorium is built to be mod friendly. This special videos shows the steps required to add tomato plants to the game and allow your colonists to harvest and eat them.

The first step consists in creating the voxel models for the harvested tomato item and the tomato plant, which has 6 growth stages (done in MagicaVoxel).

In the second step we create two corresponding XML-data files (done in Visual Studio Code). The data files contain information like the item's name, description, type and weight, where the tomatoes can grow and what happens when colonists try to harvest and eat them.

All items, buildings, monsters, animals, plants, terrain types, map modifiers etc. are added to the game like this and can thus be easily modified or added. I'm looking forward to see the ideas you come up with once the game is out. :)

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