Like I’ve said before, I guess my biggest “problem” is still this usage of /Data like structure for mods… While in json hierarchy things are aranged after their meaning(faction, heroes, creatures, artifacts) Please indulge me once again :).
You have this in place:
This seems more natural: (to me)
I did a quick mockup of the 2. (Have to say that after working with the inplace Data./ based structure for ~40 hours, where I had to continuously “fight” my way through the hierarchy, this “natural” organization of resources felt like a breeze).
I do not know/see what the probles are with this structure but it solves the sprites/images problem by not using any of them :). You will use meaningful folder names that can contain both types inside. (EG: towns will have a folder /townScreen that will have subfolders for /animation(defs) /area(images) /border(images)) all contingently located in one place.
The path to resources in config files will have 2/3 less levels of indentation.
In case of ./Overwrites folder you will need to specify the mod name only once.
I find this C) more closer to how people organize things and to json hierarchy.
- all resources for an entity are in 1 place
- natural way of organizing things (entity based, just like json hierarchy)
- you indirect your mod only once (easy to understand, 0 danger of overwriting files in other mods)
- paths to resources loose 2/3 indentation levels.
- there is no need for auto-detection of resource folders.
Here the 2 structures for castle faction to compare. (everything is in its right place for the non_data_mod, except I did only 1 creature: angel.json and one hero adela.json).
castle_not_Data_based.zip (37.1 KB)
castle_Data_based.zip (37 KB)