While a lot of Stardock’s development team has been interfacing with Gas Powered Games to continue to improve Demigod, the Elemental team continues forward.
Now a couple of things about Elemental that should be made clear:
Now, with those 3 points out of the way, let’s talk about modding.
In Elemental, we are building an engine that we are then “modding” into Elemental. The idea is that if we approach the game in that way, the game will, over time, become flexible enough so that players can mod it into all kinds of different land-based, turn-based games. If we get our way, a modder could take Elemental and make RISK, or a Lords of Conquest game or all kinds of other things like that.
For those of you not familiar with modding let’s break this down into its elemental (no pun intended) parts:
For items 1, 2, and 3 you will have the built in modding tools (early version pictured above). What you see above is where the modder can create a particular tile in the game. Maybe it’s a dungeon. Maybe it’s a going to be a city improvement. Maybe it’s ruins on the map. Who knows.
The plan is that players will be able to save these creations and post them to share with other players. When these creations are saved, they can choose what “mod” they go with. Elemental (for instance) would be the default choice that your creation could be used with. But if someone made a different game mod, they could save it there as well. That way, a mod could continue to be improved over time by the community. Players would continue to use the bestiary (you’ll see that late Summer) to choose which mods they want to make available for themselves.
For items 4 and 5, how flexible this will be will largely depend on time. Since I code the AI in Stardock games, I’ll have to be careful to make C++ APIs in the game that are fairly generic that I can then call from python scripts. I don’t know Python right now so there will be a learning curve. Users will be able to mod the scripts as they see fit for single player. In multiplayer, the scripts will come from our servers in order to make sure everyone is playing the same game (it avoids all that desync pain you see in games when someone has modded something and forgotten).
So that’s the direction we’re going. Now, bear in mind here, what I’m outlining here is what are goal is. These aren’t “promises” because as with anything, economic reality may come into play. But so far, things are going pretty well.
I love it. Though I may not do much modding myself, I trust I will see the benefits from the community You guys continue to be a model for the industry. Looking forward to this game.
no worries Brad, Python can be learned in a weekend if you're already code centric.
Sounds pretty good. It's not often anymore that games are planned from the ground up to be modded.
Sounds awesome .
I'm sure NTJedi and other mod-lovers will be glad to hear about the 'modded from the ground up' design approach,and I suspect the in-game tools will help get some folks (like me) who've never done it before to try doing a few mod-bits.
I also expect to see at least a few gripes from folks who see "land-based" and feel all their hopes for naval stuff and flying units start to tatter. I'm OK with staying on the ground for now, but maybe we can still hope for air cavalry, flying castles, magic carpets, and mobile islands in an expansion pack...
Hears hoping that there's a big economic upswing.
I am thrilled that the focus is single player, with multiplayer available. That is really good news!
The campaign - I tend to be a sandbox player, but I think it is very cool that it will be there. A great way to get the back story - much funner to play it than to read it!
The modding sounds awesome! I have never modded, and I don't know Python, but I do have 10 years of professional coding experience, and if I am ever going to do it, this sounds like the platform to do it on! I am going to do some research on Python this afternoon!
And HOORAY for an update! You still us!!!!!!
Super-awesome news! I am hoping for a really good import system for 3D models, animations, and textures as well. *Puts off learning Python due to laziness*
http://xkcd.com/353/
http://xkcd.com/413/
(incoherent Drooling)....
Heh, heh! To be honest the closest thing coming close to modding that I've done is making maps and maybe custom generic factions (no real scripting and design mods). But from what I can see from the pic, the modding tools seem to have a short learning curve (no college degree in computer science necessary in other words).
I can just picture people singing "Happy, Happy, Joy, Joy" while making their own buildings and weapon designs. I for one am stoked.
I didn't know that SD used much python. Looks like I'll have to whip out my "learn python" book when this comes out. (I'm surprised more people don't use python. I've only heard good things about it)
What a way to hype the game, damnit. You are such a tease!! I was close to try to learn Python for Civ IV but I suppose that this time I better really try. Nothing worse than to depend on code mercy for your own mod and I have an idea that I really need to flesh out in this game.
Out of curiosity, could Elemental (potentially) be modded to be some kind of Society? Something like creating the new Colonization out of Civ IV (barring the diferences).
Hmm. You left out the lack of writing expertise for a traditional campaign. Thank you for the mod breakdown, though, it answers a lot of my questions.
Just make sure you can mod AI someway
Cool! Cant wait to try it all out!
Unscripted campaign with a story...full modding capability...a push for really good single player...man oh man, keep those three things in there and I might never played another game after this!
Great!
Python is pretty easy to learn, just make sure to either always or never use tabs in your files and you've avoided most of the problems with the language.
Can you explain more what you mean by story-based but not scripted for those who don't know Defender of the Crown (not that I'm not looking it up)?
I know python, but I haven't used it for a while. I should be functional again real shortly though (you mentioning it for use in modding is a strong motivation). Let me know if you need any help.
Anyways, about the modding. Just how far can we go? From what I understand, the default elemental will not have a huge number of spells, and you will not have the ability to make high powered units, or create unusual/strange/interesting units. For interesting units, I'm thinking stuff like my Soul Knights who some souls of comrades who fell in battle bonded to their bodies. In turn they can each manifest a ghostly limb to hold a weapon or sheild to help the Soul Knight in battle, as well as grant other powers/abilities. For high-powered units, I'm thinking about my Fire Blitz Golems, units that have a powerful flame throwers mounted to their arms. These flame throwers can not only set an enemy army ablaze, but also be turned up in power to melt through the stone walls that protect enemy cities.
Well maybe thats just me. Anyways, happy programing!
Thank goodness, a campain! And MP includes Lan I'm sure, so I'm already anxious for it.
Keep climbing CAD$, i might squeze in fast enough to join the Beta start.
Looking Good... even Brock Sampson would be pleased.
Everybody seems happy about the modding. I don't mod don't have the patience for it. I am worried a bit that the main game Elemental will be lame and the only way to make it good will be to mod it and use the mods of other people. Will that be the case?
I mean will the vanilla version of the game be any good? Or in order for it to be good will it be necessary to mod it? Somebody mentioned there will be only a few spells. Does this mean the game will have like 10 spells and the rest we will have to created?
I play galciv2 and I don't use any mods and I love it It seems to be a very complete game. Will elemental be the same?
Sorry I am just a bit worried all of a sudden.
Neat!
Nobody sets out to make their core game lame. Whether it is or not will utimately be determed by how all the pieces of their plan fall together.
People will mod the game to make it fit their favourite fantasy world (be it LotR or whatever), change anything that they don't agree with (spells, maybe economy,...),...
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