Have we been told if the developers will allow modding? Sorry if this a repeat question.
Have we been told if the developers will allow modding? Sorry if this a repeat question.
Have we been told if the developers will allow modding? Sorry if this a repeat question.
Have we been told if the developers will allow modding? Sorry if this a repeat question.
It'd probably be better for me to ask this:
If the dev team was to incorporate modding into the game, what sort of modding? The word Modding encompasses a huge swath of items.
Custom scenery is a must in this game. It changed the way we built parks from RCT2 to now. As great as the Dev team is for building this game. They don't have the time or resources to build all of the scenery that players will want/need. Besides, custom scenery is what keeps games alive well beyond the expected shelf life.
While I still play the alpha, the limited scenery in it has caused me to slow down to try different tricks when building things. Even with all of the scenery in the full release of the game, players will always want that one piece, or one texture that the Devs didn't foresee a need for. We have already used what we have now in ways they didn't even think of. that proves that they understand the creative nature of their fan base.
All of them ? [rolleyes]It'd probably be better for me to ask this:
If the dev team was to incorporate modding into the game, what sort of modding? The word Modding encompasses a huge swath of items.
It's not my fault this time [rolleyes]Another mod thread [ugh]
All of them ? [rolleyes]
People just need "tools" :
For the modding :
(the "coding" aspect like physics, AI modification, new gameplay mecanics, new game modes, etc...)
------------------------------------
- DevKit/Modding SDK
(like what some developpers give to the player like idSoft, EA, Valve, etc...)- Documentation
(of course...)
For the UGC :
(the "artistic" aspect like 3D objects, static, animated and/or scripted like custom track/ride, textures, music, sounds)
------------------------------------
- An "Online Content Manager" (Online importer)
(That I talked a lot here, to import our content, copyright free, in an online library, so we can share everything online by including UGC in our modular creations/parks)- A classic "Importer" (Offline importer)
(to import our content, under copyright or not, in our offline/solo games, like Stang said here : https://forums.planetcoaster.com/showthread.php/182-Modding-support?p=5527&viewfull=1#post5527 )
The modding community could do make the "importer" (just like RCT3), but it's clearly better if it's included in something "official" (For stability, consistency and even aesthetic reasons), and of course, few people will be able to "mod" the game even without your help, but you are the only ones able to provide the "Modding SDK+doc" which would be very useful, and, above all (because it's the most important thing), the "Online Custom Content Sharing System" (if we want to share custom content online, the modding community can not do something alone)
It's not my fault this time [rolleyes]
[big grin][big grin][big grin]
'All of them' is not an acceptable answer. You need to realise that for launch of Planet Coaster. [happy]
Personally, I'd love to have a Cities Skylines-esque modding support. But here's the thing: that is some serious and significant developer time to code in such features that you are describing. Rides will be different than coasters, coasters are different than shops, shops are different that trees/flora. On top of that, if we were to open the floodgates to anyone's custom modding/custom content/custom code, what happens then? You potentially get a flood of items in the game - and probably won't know what to get off the bat. You also end up with custom content/modded addons that greatly modify the game's inner workings - which may end up causing stability issues, load time issues, rendering issues, this list does go on and on. Let alone to the fact, if a player were to save their park and share it, what happens on the other player's side when they go to download and run said content without the mods, addons, extra objects? [where is it] Take a look at the C:S forum here: http://steamcommunity.com/app/255710/discussions/ - whenever Colossal Order releases an update/patch, it ends up breaking mods/addons. It's a very real issue that needs to be considered.
I'm not saying that to be elitist, i'm not saying that to be mean. I'm being very real and to the point with this. Coding such a thing isn't easy, it's not an overnight ordeal there. There are NUMEROUS issues that can and probably will prop up with such "all or nothing" support.
As for a online content manager, I would expect that to be there due to blueprints and the sharing of blueprints. [happy]
With that being said, sure - you and the others can always "downvote/low-vote" an item as seen on the 'steam works' platform and via the means of upvoting/liking and general activity such as adding to collections or subscribing.
'All of them' is not an acceptable answer. You need to realise that for launch of Planet Coaster. [happy]
Personally, I'd love to have a Cities Skylines-esque modding support. But here's the thing: that is some serious and significant developer time to code in such features that you are describing. Rides will be different than coasters, coasters are different than shops, shops are different that trees/flora. On top of that, if we were to open the floodgates to anyone's custom modding/custom content/custom code, what happens then? You potentially get a flood of items in the game - and probably won't know what to get off the bat. You also end up with custom content/modded addons that greatly modify the game's inner workings - which may end up causing stability issues, load time issues, rendering issues, this list does go on and on. Let alone to the fact, if a player were to save their park and share it, what happens on the other player's side when they go to download and run said content without the mods, addons, extra objects? [where is it] Take a look at the C:S forum here: http://steamcommunity.com/app/255710/discussions/ - whenever Colossal Order releases an update/patch, it ends up breaking mods/addons. It's a very real issue that needs to be considered.
I'm not saying that to be elitist, i'm not saying that to be mean. I'm being very real and to the point with this. Coding such a thing isn't easy, it's not an overnight ordeal there. There are NUMEROUS issues that can and probably will prop up with such "all or nothing" support.
As for a online content manager, I would expect that to be there due to blueprints and the sharing of blueprints. [happy]
With that being said, sure - you and the others can always "downvote/low-vote" an item as seen on the 'steam works' platform and via the means of upvoting/liking and general activity such as adding to collections or subscribing.
Wooooowwww [happy] !'All of them' is not an acceptable answer. You need to realise that for launch of Planet Coaster. [happy]
I'm agree.Personally, I'd love to have a Cities Skylines-esque modding support. But here's the thing: that is some serious and significant developer time to code in such features that you are describing. Rides will be different than coasters, coasters are different than shops, shops are different that trees/flora.
Nope.On top of that, if we were to open the floodgates to anyone's custom modding/custom content/custom code, what happens then? You potentially get a flood of items in the game - and probably won't know what to get off the bat.
I'm agree with you, it's a real issue that needs to be considered.You also end up with custom content/modded addons that greatly modify the game's inner workings - which may end up causing stability issues, load time issues, rendering issues, this list does go on and on. Let alone to the fact, if a player were to save their park and share it, what happens on the other player's side when they go to download and run said content without the mods, addons, extra objects? [where is it] Take a look at the C:S forum here: http://steamcommunity.com/app/255710/discussions/ - whenever Colossal Order releases an update/patch, it ends up breaking mods/addons. It's a very real issue that needs to be considered.
Again, I just listed all I think "we need at the end", not all I think "we need NOW".I'm not saying that to be elitist, i'm not saying that to be mean. I'm being very real and to the point with this. Coding such a thing isn't easy, it's not an overnight ordeal there. There are NUMEROUS issues that can and probably will prop up with such "all or nothing" support.
Have to agree with the others, Brett. To completely knock modding/UGC would be stifling a Lot of the communities' creativity. This kind of game thrives off of the ideas that the users come up with. People are still playing and even buying RCT3 to this day, 10 yearsafter release because of how open it is for us to create the parks of our dreams. The community isn't going to just grab every single UGC piece out there, we all have standards and can easily moderate the quality of what gets shared. Heck, with how welcoming Ive seen some of the people in the community, I wouldn't be surprised if some of the better UGC creators help out the ones just starting out to make their content match quality standard.
We understand that y'all have plenty of content scheduled for the official release, and the main majority of us are absolutely A-OK that. We want y'all to be able to reach those goals and possibly even more if time and ability allows. But we aren't saying to find a spot to fit it in right this second. Please keep it on the ideas whiteboard to look into it after release when Frontier's plans are much more open to suggestion of what to do next for the game. In the long run, it'll make PC even more of a success than it already will be.
Because :[...] But why is this discussion? Most importantly, we need custom scenery. But wasn't that feature already confirmed for after release? [ugh]
Because :
1) The modding support and custom content is something that people really want, so I guess these threads will appear frequently.
2) Nothing is clear about this feature (I had confirmation that they still don't know about how to propose UGC, so the "how the system will works" debate is still open)
3) We discussed (and suggested solutions) about "UGC", but the "Modding" aspect is a broader question. (this is the first time we talk about a "Modding SDK" or "documentation" for exemple)
There are still thousands of things to say about this question to help them to make the right decisions [yesnod]