Board Mod: Difference between revisions
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=== Requirements for board mods === | === Requirements for board mods === | ||
Boards | Boards must meet the following requirements: | ||
* | * They contain a single '''Start space''' | ||
* | * All board spaces are connected (so no disconnected sections, e.g. two separate loops of board spaces) | ||
* | * All board spaces have an incoming connection from another board space (excluding graveyard spaces) | ||
* All board spaces have at least one outgoing connection to another board space (No dead-ends). | |||
The incoming connection rule is so that the player can always loop around to a chest. The outgoing rule is so the player always has somewhere to go. | |||
Boards should also have the following for the best experience: | Boards should also have the following for the best experience: | ||
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* Try to spread out the occurrence of the different board space types | * Try to spread out the occurrence of the different board space types | ||
** Conversely, add some larger sections of the same board space type to make the board interesting | ** Conversely, add some larger sections of the same board space type to make the board interesting | ||
* Add split paths to give | * Add split paths to give choices to players | ||
* Try not to place props in the way of the camera | * Try not to place props in the way of the camera | ||
** You can adjust the camera settings from the Board Settings object in the Hierarchy. | ** You can adjust the camera settings from the Board Settings object in the Hierarchy. | ||
** You can playtest the mod in the mod editor to make sure players can be seen as they move around the board. | ** You can playtest the mod in the mod editor to make sure players can be seen as they move around the board. | ||
* Add a custom | * Add a custom position for the trophy chest | ||
** You can see where the trophy chest will appear when a board node is selected. If this spot is not suitable or overlaps a prop, you can add a custom position through the inspector for that board node. | ** You can see where the trophy chest will appear when a board node is selected. If this spot is not suitable or overlaps a prop, you can add a custom position through the inspector for that board node. | ||
=== How to play board mods === | === How to play board mods === | ||
Subscribe to the board mod through either the | Subscribe to the board mod through either the in-game mod browser or the steam workshop. By subscribing to a board mod from the steam workshop, you can select it when creating a game with the board game mode. The board will appear in the list of game boards to choose from. Starting the game will put you into a game on the custom board. | ||
Latest revision as of 02:52, 16 December 2022
A board mod is a custom game board created using the mod editor. You can build a unique environment from provided 3D assets, or import your own. Place and connect board nodes to allow players to move through this environment as they play.
Overview
Requirements for board mods
Boards must meet the following requirements:
- They contain a single Start space
- All board spaces are connected (so no disconnected sections, e.g. two separate loops of board spaces)
- All board spaces have an incoming connection from another board space (excluding graveyard spaces)
- All board spaces have at least one outgoing connection to another board space (No dead-ends).
The incoming connection rule is so that the player can always loop around to a chest. The outgoing rule is so the player always has somewhere to go.
Boards should also have the following for the best experience:
- A Collider or Prop Component with collision below all spaces and the paths between spaces.
- Without this, the player may be positioned in unexpected ways as the board is being played as they have no way of knowing where the floor beneath them is.
- At least one graveyard-type board space. This is where players respawn the killed.
- Without a graveyard space, players will respawn at the start space.
Tips for creating great board mods
- Create an interesting environment
- Choose a matching lighting preset, or create your own custom lighting
- Try to spread out the occurrence of the different board space types
- Conversely, add some larger sections of the same board space type to make the board interesting
- Add split paths to give choices to players
- Try not to place props in the way of the camera
- You can adjust the camera settings from the Board Settings object in the Hierarchy.
- You can playtest the mod in the mod editor to make sure players can be seen as they move around the board.
- Add a custom position for the trophy chest
- You can see where the trophy chest will appear when a board node is selected. If this spot is not suitable or overlaps a prop, you can add a custom position through the inspector for that board node.
How to play board mods
Subscribe to the board mod through either the in-game mod browser or the steam workshop. By subscribing to a board mod from the steam workshop, you can select it when creating a game with the board game mode. The board will appear in the list of game boards to choose from. Starting the game will put you into a game on the custom board.
FAQ
Q. Why are players floating after they die? Why does the eggplant bomb fall through the ground? Why don’t some items work properly?
A. You likely don’t have any solid ground with the WorldGround layer. This is the layer used by players and items to know what is solid below them. Any gameobjects used as the floor of your board should:
- Have a collider
- Be set to the WorldGround layer