Open Sorce Developing / Adding Modding support (ish)

Have been reading though http://www.gamasutra.com/ archives and looking around at stuff on moddb and come acrossed some stuff.
(Did a search and nothing came up here so desided to see what ppl think about it)

OverGrowths Pre-Order and get the beta and sorce code Thing seems like a really good way to add in modding support to your game with minimun effort with unity.

Since instead of trying to reinvent the wheel to make a map editor and expose most of the code to be modable you can just let buyers use the finished game project and use unity to add changes or maps and so forth.

Has a bunch of problems I could forsee but somthing that may be worth discussing. (Major one would be all the ppl who try to take the code/assets and sell it as thiers and so forth)

(or could be one of those after midnight bad ideas donno)

I preordered due to that exact question!

Short answer: compared to the free Unity editor, anything like overgrowth’s builtin editor is guaranteed to be (and indeed is) extremely primitive.

This is why I am building the Whirld library around worlds designed using the free Unity editor:

Before you think about your code and assets being stolen and resold, you should think about whether your customers even have the ability to use software like Unity.

Unity is not specific to a given game and includes a range of features that your game might never include or use. On top of that Unity does have some learning curve and I personally found that I needed to buy and apply the Unity Game Essentials book just to get a sense of how things work and what does what.

It’s not exactly something that just anyone can pick up and use in a matter of minutes, especially not people who are more into playing the games with very little sense of how a game works internally.

Unity Editor could be suitable for advanced users who probably have other programming experience and are more hardcore-interested in modding games, writing their own scripts, getting their hands really dirty modifying and adding stuff etc. But this would probably severely limit the number of people who are capable of making a mod of your game.

Take something like the game Spore where many many many users can use a very simple user interface and specialized game-specific tools which allow them to use quite advanced technologies with very little effort or understanding of how they’re supposed to work. For those people, something like Unity is too low-level, even though Unity is quite a high-level interface. Or think about how Little Big Planet provides easy-to-use interfaces that focus more on placing objects quickly and easily than messing around with texture formats or writing scripts.

Also something I think you need to consider is what kind of freedoms you are giving your users. Typically when something is moddable, or has user-generated content, the design of the engine puts in place various limits as to what the user can change and how they change it. If the engine for example was scriptable but you couldn’t directly transfer assets to a generic application where you could just steal them, you’re placing a limit on what the user can do.

You really can’t give the user full openness to using your Unity game project within the Unity Editor and then expect them not to exercise their freedom to rip out the resources and use them elsewhere, or to do a minimally modified rip-off and sell it. In this sense I think using the Unity Editor as a modding platform has to bring with it either a stiff end-user agreement or you being okay with people using your stuff. Otherwise you’ll be crippling them, and you won’t be able to manage the piracy anyway.

I was thinking of doing an in-game editor recently myself because of these very reasons, and I just thought Unity would be too difficult for most users to generate content quickly. But even an in-game editor has to be very simple and provide quick results, leveraging advanced technologies with ease. The approach I was taking was going to require the user to manually define texture coordinates/mapping per object and that’s just too low level for most people so I gave up on it.

Think about your audience, who they are, what they’re capable of, and what they can do. If your audience is middle aged women for example, it’s likely (not trying to be sexist or whatever) that they aren’t going to appreciate having to get into Unity Editor just to exercise their creativity.

Yeah I get what your saying Lots of little things you need to take into account if you want to do somthing like this.

Was thinking more of games like TotalWar and so forth instead of the more casual games.

They have alot of really talented ppl trying to mod them yet locked away alot of the stuff that would be “Fixed” (like AI) in a way by modders that have the time to dig into it.

Most of the light modders (like changeing the color of this one item or giveing a sword +1 damage) and so forth dont really seem worth the added developing time for tools.

Just thinking that a finding a good and powerfull way to set up mod support for your game can add a longer “shelf life”.

Got into the indi developing after modding so most modders that would actural try modding will learn stuff if needed.

I guess the “steal your stuff” isnt really a major problem since if they wanted to grab it they can dig into the dll files and get it anyways.

Kindof like DRM doesnt stop ppl IMO.

Leads to another thing, Goodwill seems to be as good as marketing with all the DRM outrage nowdays.

Whirld (release 3 almost ready) is the “good and powerful way to add mod support to your game”. :slight_smile:

Here are some worlds that my modding community has already designed:
http://marsxplr.com/browse-cat-265

I haven’t given them any help or even published any documentation. They were able to figure out Unity enough on their own to do pretty much everything you see. Accompanied by a simple, step by step “how to get started tutorial”, I am convinced that you can do no better to utilize the Unity Editor when empowering your game’s modders.

The fear of exposing your content is interesting and I think unnecessary. Most of the games released in the past few years that have huge modding communities all expose about as much as what exists in your typical Unity project. The models, textures, sounds, levels, gameplay scripting are typically all there for the taking. The engine code isn’t exposed, of course, but neither is Unity’s. Valve doesn’t mind, Epic doesn’t mind, Crytek doesn’t mind…

I think if you’re worried that someone out there is going to steal your stuff and beat you at your own game(in their spare time), you might want to reconsider what you’re doing.