Tuesday, April 17, 2012

Moddability?

Will this game be as moddable as supcom? :D|||WANT PLOX!
GPG, if you really can do this game the way you want to, PLEASE make modding a Feature from Day Zero. And if you take it that one step furthur, and let modders into a Beta or something to let them start making mods before the game is out you will be viewed as GODS!
Mike|||OrangeKnight|||On a bit more of a serious note, KnC as a modding platform looks like it will blow everything else out of the water.
GPG, consider this, LOTS of people were heavily put out about the direction Dawn of War 2 took.....KnC looks liken the perfect engine to REally amke something that lives up to the Wharhammer 40k spirit.....
Don't under-estimat the power of Modding, especially if you make it a main feature that EVERYONE knows about.
Mike|||It really depends on how much other large-scale tech work has to be done, I'd say. SupCom2 has a new renderer and pathfinding, but I don't know what KnC will need on the technical side that's huge. I mean, melee combat can't be THAT huge.|||well, supcom2 is relatively modable, and by that i mean it is moddable by replacing entire archives, which is not very friendly, or moddable.
I would like to see FA grade mod-support from the start, because patching it in will always be more troublesome and tedious.|||re1wind|||I'd hope for better than FA, personally. Sorting out the mounting system so any mod can mount as /, for example.|||DeadMG|||I always wonder why RTS hasnt embraced modding as much as FPS has. Look at the number of games that have emerged from being Q1/HL1/HL2/UT mods, and yet in RTS there isnt the same kind of support. (afaik DoTA is just one map and not a gametype? Same with tower defense, etc.)
GPG seemed closest to this with SCFA, but they stepped back from it with SCom2. I want an RTS where I can develop my own game ideas without having to worry about difficult stuff like pathfinding and physics :) Something with built in support for total conversions like HL2.|||You're naming mods from six years ago or more (and I don't think HL2 counts). I think that the era of effective modding is over.
The trouble with RTS is that you need more. Like, if you want to make an FPS and you've only got one enemy, you can play with it and own him an play the levels. In an RTS, you need all units in the game before you can start playtesting.|||AdmiralZeech|||So devs; any word on modability features yet?|||Duncane speaks the truth. Mods really need a helping hand and a lot of user friendliness from the developers to get anywhere. for FPS and RTS/RTT
While supcom1 does have the ability to add completely new units, maps, etc. you're still limited by the things that the engine is coded for.
If you really want to use rts engines for modding, you need:
1) very powerful map/campaign editor. i.e. starcraft2. I will be getting it only for the campaign editor. That should say a lot right there.
2) .dll mods. I'm aware that lua can read dll's but that functionality was removed for supcom1/fa not to speak of supcom2.
3) ladder/ranking system that is intuitively mod-friendly. As duncane said.
|||C.Lupus|||There's numerous technical issues with allowing DLL mods. It's not a flip-a-switch deal.
Ultimately, there was far too much of not the right stuff in the Lua scripts in SupCom/FA, but GPG don't need to spend resources on modding imo. No mods for SupCom/FA have made it big, nor any mods for any games in the last nine years.|||DeadMG|||UGH.
No modding, no buy.|||A great deal of a player's preferences for a particular game can be subjective.
Empowering a player with the ability to shape a game according to said preferences is simply a brilliant selling point. I remain stymied by the continued dearth of such features in games. Replayability, yes?
I just finished a small LUA script for Forged Alliance which required about three hours of my time. The basic modification should have required that a novice user spend about thirty seconds to enable upon navigating between a few windows. The bottom line is that the small modification is going to render FA playable for myself and at least three other friends - my friends wouldn't touch an LUA script with a ten-foot-pole.
The implementation of a basic "Modification Engine" with a user interface would seem to be an ideal tool during beta tests, etc.
My thoughts here quickly developed into an argument for a modding tool with a gui, but at the very least, the game should definitely be open for modification.
We RTS types are a finicky bunch, after all.|||Quote:|||Also, if you don't plan on doing any of this(Mod/Map Support) man up and tell us up front.
I know you guys had it rough with SC2(Needed a Beta and maybe an extra month or 2 to finish all the features and balance more) but it doesn't seem like it'll be the case this time around.
Mike|||Mods being made doesn't mean that modding is an effective expenditure. Counter-Strike and DoTA substantially improved the level of popularity of their respective parent games, and some like TF2 are worth large chunks of money.
But that doesn't happen here.|||DeadMG|||Col. Jessep|||OrangeKnight

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