The immersive sim stealth horror game created by Dillon Rodgers. This was my next "target" after I completed the Chop Goblins randomizer, as while rando in Chop Goblins is fun, I knew that a game with as many intricate systems like Gloomwood would be much more interesting to develop a randomizer for. There are other mod ideas I have for the game, but while I have been learning how the game works I do want to wait for the full release before working on all of the mods.
Currently I am still working on this, but I have gotten basic randomization to work in 2 different ways. The above is using code to kill each enemy, then spawn a new one where they died.Â
The other way is that the game has a record of each enemy in a config file, and the "enemy type" can be replaced in that file. When the save is then loaded, the enemies are now the new type that was used. This worked very easily, except I would need to automate the process and reload a level once it was loaded/saved the first time, and I'd rather create a mod that's designed in a way that seems seamless, or like it could be part of the original game rather than hacked together "just to work".
Currently, there are issues with how I'm creating these mods, as I can't add new variables or change private ones to public (or even create properties for them). This has resulted in the inability to transfer the pathing for enemies to each other, so as is the randomized enemies just stay still. That said, I will continue to work on this project as I can as I believe Gloomwood Randomizer would be an excellent addition to this style of game. I even intend on adding item randomization, shrinking/growing items to the size of the item they replaced so they can fit in their new location (such as in a safe).