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Reply to Re: Modifying/Expanding on the base game

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February 23rd 2021, 10:26 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
The way that Dink modding eventuated is in a large part due to Mike Snyder's early involvement. Legend has it he was so bored with Dink that he quit the game halfway through, and after figuring out how DinkEdit worked, started on Scar of David. Afterwards, he released Skeleton B which was entirely oriented towards helping produce new standalone games.

People probably didn't take to modifying the original map because they were so confronted with how flawed and shallow so much of Dink's world is. Half of the characters in the KernSin section are based upon Seth's family, and the interactions are most likely based upon stuff that happened to the devs in real life, rather than being part of a coherent medieval setting that one could easily build upon. The sheer absurdity of Dink's world is a major limiting factor and I feel like I would have to round up each and every RTSoft dev and their family members and scrutinise them all in great detail before I ever thought about making a faithful expansion to the game.

A lot of really simple things could be implemented to improve the user experience massively though. Gold hearts that heal you too perhaps? If I were going to start with the basics, i'd use this and keep adding to it, and then implement the actual world map and character script changes later on.

Unfortunately due to the rather individualistic nature of D-mod development, it's rare that we all ever unify to actually accomplish anything together. Good luck!