Regarding Unity games, the larger the worse. This depends on how they wrote their code and how big is the game. Modding as it stands would require entire sections of the game to be rewritten and recompiled. All of this makes me believe modding will not be supported, not in any proper capacity. Without that sort of access modders would literally have to re-develop parts of the game or pull off some really whacky stuff. Parts that would allow modders to create easy to use/edit race or archetype mods. I think we won't have access to juicy parts of the code. TLDR: The Solasta team has permission to use the SRD, WOTC will likely get very angry if people pump out race/archetype selections for their D&D 5E franchise and not just the SRD (as a free mod no less). I kept running into issues and comments in the code telling me to refer to WOTC copyright law. Now if someone can figure how to do that please correct me. The problem is I can't access any of the original elf stats/model/gizmo info. However if you cut through the code that doesn't look to be the case in terms of what people obviously need easy access to.įor example let's say I wanted to make a playable drow and all I really needed to do is take the existing elf stats/model/gizmo information and tweak it to match a drow per the PHB rules and update everything else to recognize those changes. Seems odd that the team said they would not obfuscate anything for modders which technically seems to be true. Unless I missed something, all of the data we would need to create a new race, class or archetype all seems to be behind Unity serialization we can't decipher. I have taken a pretty quick look under the hood at what everything looks like decompiled and it's not promising. Unity games are notoriously difficult to mod. But I'm also not sure if such works are easy or difficult. However, as a compromise, maybe randomly generated dungeons would fill the gap. Especially with a limited budget and manpower, the difficulty and time/coding requirement for such a modding tool would be too heavy. I can say for sure from my experience, coding a program, optimize the product to burn less resource, and debug. I'm not working in the game industry, but I wrote some codes for a different purpose. However, writing a code for these modding tools and keep the quality of these tools are not an easy job. Or just a map/dungeon editor to create a custom dungeon. It would be perfect if we have such a "DM mod" modding tool, something like NWN1's one. With a limited budget and limited manpower, first, they need to finish this game, and second, they need to optimize the game (which is not easy at all), and they need to keep the promise of sorcerer DLC as a free DLC. Plus, this project began as a kickstarter project, so their priority is tied to what they promised at the beginning of the crowdfunding. For the games you listed as examples, do you know how many programmers, designers, engineers. Comparing to 300+ people in Larian for BG3 (and they will hire more), you could feel the big difference between "big" studios and indie studios. However, Tactical Adventure is an indie studio, as far as I know, there are only 16~17 people on the project. Check what I wrote above, they love modding too. Of course, devs and we players all know about this. I don't know the first things about modding, but people are making awesome mods with it. MW5 thankfully released tools right after the game came out using blueprints. Even little games like MechWarrior 5 (which is also a unity game) is basically dead with no updates for almost a year, but mods are keeping it going. Skyrim, Skyrim Extended, Fallout 4, Witcher 3 are still crazy popular because of mods. I wish to learn how to add these in this game.ĭevs are shooting themselves in the foot. I think someone will try to implement PHB content as a mod. Maybe in DLC?īut I think new subclasses and classes, new feats, new items/weapons, and new customizations and etc. Sadly, it seems there won't be a modding tool or level editor, at least up to the point of the full version. But we'd very much love to have one, so if we get the time and resource, who knows? Long story short, we won't have a Level Editor - at least not at launch. That's actually what a couple of other projects on Kickstarter are about, such as Talespire. the time to make an entire other project. We scoped out how much time and effort it would take to make a user-friendly Level Editor, and it turns out it would take no less than. However, these tools are very complex - you need to know how to use Unity and how to make video games - meaning that they'd be useless on their own. We love modding, and we've taken a look at this topic very seriously - in fact, we do have existing tools that are being used by partners to create more levels. Myzzrym: Modding Tools, and this includes Level Editor, would be fantastic for us to have.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |