I understand that this game is in VERY early development. Like it's almost insulting that I ask this question I'm sure, but is there a possibility of the allowance of development on mods in the future? It would be extremely fun to create new weapons and armors for this game, and campaign maps too. DISCUSS!
Unsurprisingly, this is something I've thought about. Airships hasn't been built with a particular eye to modding. To mod a game, it helps a lot if there is an "upper layer" which is implemented in scripting or as declarative bits of data. (For example, Civ V's upper layers are mostly made of XML data and Lua scripts.) This isn't the case here.
Still, there are a number of places that can be made moddable. Specifically, it should be possible to create new modules, weapons and armours, as long as they don't require complex behaviour that would need extra code. And it should also be possible to change the stats of existing modules/weapons/armours.
Basically, anything that's a simple value or a list of things is amenable to being made moddable: default ship and city names, constants like fire spread probability or gravity. Graphics.
On the other hand, entire new mechanics, extra buttons, changes in screen layout would be very difficult as those are all implemented directly in code.
Finally, the speed at which the game is made moddable somewhat depends on how much people want it. For example, I could put moddability for modules/weapons/armour into the next release, dev4, but this would also delay the release by a week. So if you'd like to be able to mod the game ASAP, let me know, and I'l prioritise it.
I think for the time being, I would want you to focus on the game and the content itself. While I do enjoy mods, I always enjoy the vanilla game itself due to the ability of developers to create fitting content- like one's writing style- it is unique, and sure fan fiction is great, but in the end we all enjoy the original better.
However, I think I'll do some poking around in the code and see what I can come up with. XML is easy enough, right?
Able Airman
I understand that this game is in VERY early development. Like it's almost insulting that I ask this question I'm sure, but is there a possibility of the allowance of development on mods in the future? It would be extremely fun to create new weapons and armors for this game, and campaign maps too. DISCUSS!
Aerial Emperor
Unsurprisingly, this is something I've thought about. Airships hasn't been built with a particular eye to modding. To mod a game, it helps a lot if there is an "upper layer" which is implemented in scripting or as declarative bits of data. (For example, Civ V's upper layers are mostly made of XML data and Lua scripts.) This isn't the case here.
Still, there are a number of places that can be made moddable. Specifically, it should be possible to create new modules, weapons and armours, as long as they don't require complex behaviour that would need extra code. And it should also be possible to change the stats of existing modules/weapons/armours.
Basically, anything that's a simple value or a list of things is amenable to being made moddable: default ship and city names, constants like fire spread probability or gravity. Graphics.
On the other hand, entire new mechanics, extra buttons, changes in screen layout would be very difficult as those are all implemented directly in code.
Finally, the speed at which the game is made moddable somewhat depends on how much people want it. For example, I could put moddability for modules/weapons/armour into the next release, dev4, but this would also delay the release by a week. So if you'd like to be able to mod the game ASAP, let me know, and I'l prioritise it.
Able Airman
I think for the time being, I would want you to focus on the game and the content itself. While I do enjoy mods, I always enjoy the vanilla game itself due to the ability of developers to create fitting content- like one's writing style- it is unique, and sure fan fiction is great, but in the end we all enjoy the original better.
However, I think I'll do some poking around in the code and see what I can come up with. XML is easy enough, right?