A Mod, mattman, is a creation of users of a game. Mods can change, add, or modify non-built in components of a game. The only experience I have with this is mod-ing other games (ie Command& Conquer, Descent series, etc), and a limited knowledge of sequencial file access using DB and C. I believe, however, that there are a number of ways of going about this in DB.
1) This is the number one way, I think. Try-try not to hardcode as much information as possible. Instead make a
game engine that acquires all the bitmaps, their number of animation frames, damage done by weapons, level maps, etc. from outside files or from a file-type you create. For instance, you could create a new file type that will store all this information that can be extracted by your game engines working functions.
2) In addition to #1, make an editor for your game. This is more of a learning experience to help solidify your knowledge of file input/output in relation to your game engine. Making editors helps to organize the creation of new mods, levels, etc. Once again, heavy knowledge of sequential file access, and the logical rythm of data extraction required.
Making mods and editing tools would be easier if Dark Basic had some Object Oriented programming tools, but hey, that would chase alot of new programmers away from the language.
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