Mod Support #0 – Introduction

Mod support is a loved, much asked for and difficult to implement side of game development. It can range from small configuration file changes to full blown total conversions. In the more extensible form it takes enough experience with games to extract game logic from core logic, embed scripting languages, load models and animations at runtime and merge it all together as seamlessly as possible.

Coming from a modding background before entering software and games development it’s an area very close to my heart. I feel it’s an amazing tool to help increase your game’s longevity and, more importantly, allow for a community to form around your game. In the best situations this community can create amazing additions or changes to your game that can add new life to a game that, even as the developer of, may rekindle your interests after you’ve long exhausted yourself.

As we’ll be adding mod support to our current game we’ll write about what we use and how we go about using it. As there tends to be little information about the more complex side of things we’ll try to expose these under discussed areas to help more developers planning the same thing.

If anyone wants to get in contact with me feel free to reach me at richard@roguevector.com or my Twitter at @CWolf.

Contents

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

RT @CWolf: That's module script state syncing complete for chunking support in @SolitudeGame #RV

14/08/2017 @ 4:20pm UTC

RT @Jargon64: MFW I finally get the Lua game update loop working for the thruster controls but neglect to multiply acceleration b… https://t.co/upYsrFRr4V

4/08/2017 @ 7:06pm UTC

RT @SolitudeGame: Now that server-side physics has been implemented, @Jargon64 & @CWolf get in their box ships for some multiplayer t… https://t.co/60zNflf3Hm

3/08/2017 @ 4:53pm UTC

RT @CWolf: Almost able to merge in a major refractor for ingame multiplayer computer terminals. Tomorrow's the day! Then more… https://t.co/gzenvN0rmU

31/07/2017 @ 9:10pm UTC

RT @CWolf: The biggest ones are easy enough to keep tabs on but I'd love to know the smaller events going on these days

26/07/2017 @ 10:17am UTC