

2·
25 days agoAnother European example is Finnish which has yes but not no.
No in Finnish is ei, similar to Estonian ei or Swedish nej.
Another European example is Finnish which has yes but not no.
No in Finnish is ei, similar to Estonian ei or Swedish nej.
For your
holy-mod-sword
example specifically, the better approach is to specify a structured data format (think Excel sheets) that your game loads from a specific directory at startup and inserts the found items, NPCs etc. into the game’s runtime data structures (e.g. loot tables).For example, Skyrim (and other Bethesda games) do this with .esp-files, which allow you to import a big variety of different game entities. In a small indie game, the format doesn’t have to be anything special; e.g. Elin modders use plain .xlsx files, where the columns are item name, item weight, item sell value, item damage, etc.
The above approach works for static data, such as simple items, but you’ll need more to allow modders to write Turing complete scripts. There are two different approaches to this:
eval
is, though you’ll need to hide builtins, globals and such by passing extra parameters). These approaches are theoretically safe thanks to the runtime sandbox, but there are often unintended ways to escape the sandbox and execute arbitrary code.