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Okay that makes sense. I just want to lead with I am not trying to make you work out what could or should be done. I am just expressing some thoughts, and not necessarily a good solution as I may not have thought through enough scenarios. Also I realize it is probably impossible to set up a unchanging API this early since the game is still in active development.

So do you have a way to let mod's know the current version API, or is it just the game version?

I really am not sure how I would want to address mods this early in a game either. But I do feel that an abstract would help me control the interactions, and allow me to provide some guarantees to prevent breaking too often. Though perhaps many modders would see this as limiting their ability to achieve their desired modding goal?

Do you check for mods to break on load, or how are they loaded in general? I have only breifly touched on the topic in Godot and generally I see it done as an additional ".pck" that can be loaded at a specific point to the "res:/" like in the docs here: https://docs.godotengine.org/en/stable/tutorials/export/exporting_pcks.html 

Again thank you for your time.

(+1)

All good, these are good questions & I don’t mind the opportunity to think/talk them out :)

Yes, any API I’d be able to hypothetically provide would likely have to change along with the game as more or less information becomes available for functions which would defeat the purpose of it. For standardized sorts of mods like simple texture packs I think keeping the way that they load stable is feasible & required… but for a game as complicated as Lancer I don’t think I can predict what features modders might need to pull off whatever they’re trying to do once they get their fingers into the scripts.

Figuring out how we’re handling mod loading & pck files this week; previously LT mods used the player-made modloader by Gavstar, but I think for the official support we’ll be using the Godot Mod Loader project.