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You can add mod support in any game engine. Just implement whatever mechanics you want to be moddable with your own interpreter and file format. For example, s
by armchairhacker 5y ago
You can add mod support in any game engine. Just implement whatever mechanics you want to be moddable with your own interpreter and file format.
For example, say you’re making a card game. Store all the card data in a folder, with a text file containing each card’s stats / abilities, and images for each card. Then, add the ability to load custom cards from external folders. Bam, now modders can create their own cards with their own stats, abilities, and graphics. Similarly if you make all of the graphics accessible (i’m pretty sure this is the norm), modders can edit them to re-skin your game.
If you want to enable more advanced mods, write most of your game in a scripting language like Lua, and allow modders to add their own scripts.
A great example of mod support done right is Factorio. They expose enough of the game logic in Lua, so that big chunk of the base game is actually implemented in a “mod”.
- IcePic 5y agoNeverwinter Nights was the same, spell effects (damage and so on) was one call from a script, the visual effect was another. If you wanted an ice-ball you would steal ice visuals from some other cold spell, then apply cold damage instead and voila, an "iceball" instead of fireball. Most spells were very easy to mod like this, just because it was done already with a few lines of scripting in the game to begin with.