Modding
Posted: Fri Jul 18, 2014 2:06 pm
It was briefly mentioned on indiedb[/url] but more in a to-be-determined kinda way. Modding Unity is no different from modding any other game. It's a matter of how you set it up.It's not something that gets added late in development. At that point it's a lost cause.Game data files that are not packed into one Ginormous Resource Archive.(Take a look at Grim's[/url] Unity Asset Editor / ModDB[/url] ?) If files are packed into one GRA, do "loose" but modded files override the default files in the GRA?"Loose file support" makes mod development a lot faster because you don't have to unpack/repack for everything you try. And modders try a lot of things.It can even be helpful with development because you can have (and test!) "temporary changes" in loose files before submitting them to the proper archive. Can part of a file be overridden with modded data or can something like "the file with all ship data" only be replaced in it's entirety?Partial replacement of data makes it far more likely that multiple mods can coexist. Are AI data or AI scripts (what actors do) accessible or is A Better Sail the only thing you can mod? Is the math that drives the procedural generation moddable?If you think modders are scared of a bit of math you are fooling yourself. What kind of parts / files make up "a ship"?Can one add a turret at a new position without going all hardcore with 3DSMax? Something like Steam Workshop is pointless until there is a modding scene for your game.In the case of SWS it doesn't actually do anything beyond letting people download mods. It doesn't solve file conflicts or anything useful like that. It's purely for downloading. Are there dev tools that modders could get their hands on?No, we're not looking for polished GUIs that "help" us by hiding all the good stuff like bitmasks and flags.