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Modding
May 21, 2015 9:24:58 GMT
via mobile
Post by jadajadadada on May 21, 2015 9:24:58 GMT
How moddable do we plan the game to be? Considering it's free and budgetless, i can see modding being a very vital part of the game. Things such as more parts, mechanics, or even unrealistic fantasy stuff. I can see recreating fantasy worlds being very fun, and we don't want the game to suffer of the "not enough parts in editors" problem.
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Post by StealthStyleL on May 21, 2015 17:28:54 GMT
The game is designed to be easily 'moddable' so that they can shape it into the game they want it to be.
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Post by Chīzu la Cheese on May 21, 2015 17:50:27 GMT
As StealthStyle said, it's going to be 100% moddable. Since it's directly open source anybody who knows programming can directly edit the source code directly. And that's partly the reason for using lua I think, that you can easily add mod things with lua. You can already easily change/mod the current microbes and processes etc. in the latest release.
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Modding
May 21, 2015 21:08:19 GMT
via mobile
Post by jadajadadada on May 21, 2015 21:08:19 GMT
The game is designed to be easily 'moddable' so that they can shape it into the game they want it to be. That's good. Would it be possible to go as far as too add new editors?
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Post by seregon on May 22, 2015 15:52:59 GMT
There are several levels at which the game may be moddable, with varying levels of difficulty: - For stuff like new parts, we will probably develop a pipeline for the parts we create for the game, and anyone will eventually be able to create new parts and add them to the game themselves using that pipeline.
- Some parts of how the game work are controlled by data files, most of which should be relatively simple to edit. This should make it possible to change the stats of existing parts, define new AI species, define new resources, or entirely change the game's biochemistry.
- Slightly more challenging than the above, large parts of the game will be controlled by scripts (written in Lua), which may be used for setting up custom scenarios, or changing world generation.
- Beyond that, the whole source code will be open source, so anyone can potentially modify any part of the game to do whatever they like. Stuff like adding a new editor, a new game stage, or significantly changing how a stage is played (e.g.: turning the aware stage into a tactical squad based strategy) are all possible at this level, but will require significant programming skill and effort. If you want to make changes at this level (and you have, or want to gain, the skill necessary to do so), your best bet is to join the dev team, rather than wait to mod it into the game later. That doesn't mean we'll add any idea to the game just because a dev suggested it, it still has to fit the overall design - but working on the game will significantly improve your understanding of how it works, and how to potentially mod it later.
We don't currently know which parts of the game will be scriptable, vs. which will require modifying the source code. The aim is to allow as much modification as possible, without sacrificing performance (any code that interacts with a script is potentially going to be slower than if it didn't).
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Post by iaintevenmad884 on May 27, 2015 1:08:02 GMT
if the game makes it onto steam, would it have a workshop, because that would make downloading mods something that anybody could easily work with.
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Post by seregon on May 27, 2015 3:33:51 GMT
We're not sure if the game would ever make it onto steam, as its entirely free/open-source, there's no potential revenue for Valve. With that in mind, I don't think any of us have looked into steam workshop integration, which might be something to consider a very long way down the line.
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Post by iaintevenmad884 on May 27, 2015 11:47:38 GMT
so, if the game ever did get finished, would the download be just like the downloads for the microbe stage now, or different in some way?
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Post by Chīzu la Cheese on Jul 20, 2015 12:43:46 GMT
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Post by Captain McDerp on Jul 21, 2015 12:10:43 GMT
A big game might require an installer or something. I don't think you can download a working uncompressed game in a reasonable timeframe. Especially something as big as thrive.
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Post by iaintevenmad884 on Jul 22, 2015 12:50:21 GMT
A big game might require an installer or something. I don't think you can download a working uncompressed game in a reasonable timeframe. Especially something as big as thrive. yes, that was the answer i was looking for. sorry for the bad wording of my question
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Post by hellrock on Sept 1, 2015 0:28:18 GMT
Modding is pretty cool sometimes, but what I don't want is for mods to completely dominate the regular gameplay, like you can never go back to vanilla after playing the mods to the point where your game will be completely altered by mods. What I'm talking about is I don't want the mods to be more fun than vanilla gameplay, especially since in most threads I hear "Mods will take care of it" or "Mods will do the trick!" which annoys me, most likely just me.
So if you're gonna let mods take the place of aspects that should be in the game, then you would have to kill the hype a lot.
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Post by Redwatt50 on Sept 1, 2015 2:01:19 GMT
We're not sure if the game would ever make it onto steam, as its entirely free/open-source, there's no potential revenue for Valve. With that in mind, I don't think any of us have looked into steam workshop integration, which might be something to consider a very long way down the line. There's plenty of games on Steam that are completely free.
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SirLostTime
Multicellular
Word of advice: whenever on the internet, always remain vigilant.
Posts: 32
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Post by SirLostTime on Sept 2, 2015 0:47:02 GMT
Workshops on Steam cost money for Valve. However, redwatt is right in the sense that many free to play games have been released onto Steam. The initial payment for getting a concept greenlit on Steam is, I believe, about 70 US dollars or so. As for modding on Steam, the developers of Thrive could give the players the developer tools on Steam as well, if my memory serves me well.
But as seregon said, this is far further down the road.
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