Megaquarium

Megaquarium

What will you create?
Access an ocean of content for Megaquarium created by players like you. New animals, decorations, tanks and more are available to expand your game and tailor it to your liking.
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Twice Circled  [developer] 3 17 Jul, 2019 @ 7:20am
1.4.5 workshop beta patch
Changelog
  • Added custom map support. .sav files added to the <Mod Folder>/Maps/ folder will appear in a separate, scrolling menu called "Custom Maps".
  • Switched to Unity 2018.3.14f1 to fix a graphical error appearing in mac logs.
  • Slightly smoother and memory efficient texture loading.
  • Fixed many typos.

So Custom Map support is definitely the big ticket item this time around. I'll try to create and share an example custom map mod at some point but that will probably be after the public launch of the Workshop.

In the mean-time there are a couple of ways you can go:

1, Copy a vanilla map into a mod and have a mess-around. All the triggers, logic etc. at in the "scenario" section of the file.

2. Create a sandbox game on Creator Mode, create a map and then save. Copy your save into the Maps folder of your mod and you can go from there. Make sure you delete the "scenarioSetup" object unless you want all the objects to be unlocked and change the "money" under "resources" to something other than 1000000 (unlimited).

Another important part of the file to experiment with is the "unlockableManager" where you can unlock and exclude various objects.

Once you have your basic map you can try copying some of the objectives and triggers and things from the vanilla maps to add structure to the level.

PS If you notice any bugs please let me know! I want everything to be super smooth for the public launch on Monday. :)

EDIT:

Campaign support

I was asked about whether the custom map feature supports campaigns i.e. levels which carry on from one to the next.

This is accomplished using the following naming convention:

<campaign name>-<campaign number>-<map name>.sav

But remove the <> and replace with your own values.

Maps that share a campaign will automatically be grouped and any numbers above 1 will be hidden until the player has completed the previous level.

Inside the file you should set the following:
"mapName":"<campaign name>-<campaign number>-<map name>"
"campaign":"<campaign name>"
"campaignNumber":<campaign number>

<number> starts at 1 rather than 0.
Last edited by Twice Circled; 17 Jul, 2019 @ 8:14am