Forge, on 01 October 2018 - 03:17 PM, said:
It's something a lot of first time script modders aspire to do. That and new enemies. Modified huds and equipment items are probably high on the wish-list as well.
I feel somewhat responsible for this, especially since I started a tutorial on making new enemies and then didn't finish it (although I still could). I have two excuses, and neither of them is very good. The first excuse is that time spent writing the tutorial is coming straight out of the time I would otherwise be spending getting a project closer to release (recently that has been AA and now an AA update). The second excuse is that, with both enemies and weapons, it's better for the tutorial if it's as generic as possible. But I'm not interested in making generic enemies and weapons. So I would have to make a special, more generic enemy or weapon just for the purpose of the tutorial.
The reason why non-generic is bad is it always involves bringing in techniques and features that will be confusing as hell to someone trying to learn. If you look at the aforementioned enemy tutorial that I stopped working on, that was pretty much the reason. It was getting to the part on the cyber-enforcer where I would have to explain how to make it jump from long distance onto its target.