Example project for developing a mod for Sentinels of the Multiverse
For more information please visit the Trello board: https://trello.com/b/vYBMImbg/sotm-workshop
This project is a very rough template for starting work on making a mod with new hero, villain, and/or environment decks.
Getting started:
- Get a copy of the project (probably make your own repo or a fork or something)
- If necessary, update the references for EngineCommon and SentinelsEngine to point to the DLLs in your own copy of the game. Double-click on MyMod->MyMod->References, choose the .Net Assembly tab, and browse to the desired files.
- Windows: C:\Program Files\Steam\steamapps\common\Sentinels of the Multiverse\Sentinels_Data\Managed
- Mac: /Users//Library/Application Support/Steam/steamapps/common/Sentinels of the Multiverse/Sentinels.app/Contents/Resources/Data/Managed
- Linux: ~/.local/share/Steam/steamapps/common/Sentinels of the Multiverse/Sentinels_Data/Managed
- You should then be be able to compile, run the unit tests, run the console program, etc.
Making your mod:
- Feel free to rename the project files, etc etc to whatever you like.
- The Default Namespace setting in the main project (MyMod) must be a unique namespace for your mod. It must match the namespace of your code.
- The namespace of your deck's code (card controllers, etc) should be YourNameSpace.DeckIdentifier
- Update the Setup.cs in the test project to register your own class & namespace with the engine in the DoSetup method.
Making variants for other decks in your mod:
- Create a PromoCardList.json in your DeckLists folder as in the example project
- Implement your variants as CharacterCardController subclasses in a sub-namespace of your project based on the original deck identifier, e.g. YourNameSpace.OriginalDeckIdentifier
More documentation and proper template project to come some day!