The map editor analogy is a bit strained...utilae wrote:I think I said that this system could be used for the designing weapons while the game is being developed, if it is not used for designing weapons in game. This is like how a programmer would make a map editor to make maps for his game, rather than making a map manually (eg filling an array with numbers corresponding to the tile to be used in each square of the map).
I'd be reluctant to decide to use any sort of slot-and-filler or formalized "mods" to various weapons at design time, before actually figuring out what all the weapons are going to be. Doing this could lead to limited creativity of weapons design (if you can't design a weapon to do anything not covered by the preset options, you might not even think to want to design such a thing) or could lead to a new mod or damage class or firing shape for every new idea that comes up, which ends up being rather redundant and complicated.
It might work out that the weapons that are designed can be simply described in the language of slots and filler and mods, but IMO it'd be best to describe them that way after the fact.
That said, in some respects, starting with various preset labels of weapon properties that fit into slots in the "weapon design" formula might be a good way to go. An example might be "damage type", for which slot and filler with preset filler options might be condusive to designing the overall strategic aspects of why certain weapons are good or not in certain situations (in a way that's easy for the player to understand).
The thing to avoid, IMO, is doing slot-and-filler for everything by default, for design-time weapon making. If the player was designing weapons in-game, such a system would probably be necessary (though I'm not terriby keen on that idea either).