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Juice Galaxy (formerly Juice World)

Floppy ragdoll rpg sandbox with physics-based combat · By fishlicka

How to mod 101?

A topic by Ryarod created Mar 14, 2021 Views: 1,243 Replies: 7
Viewing posts 1 to 3

I have known about modding.

I have watched from the distance, fearful to dare join in. However, intermittently the prospect has excited me.

Now, I'd really like to take a step against my barrier of fear and dare try to modify a game experience. I would like to learn how I might try this with Juice Galaxy. In particular, I'd like to know how, if at all possible, I might modify colors/skins/textures.

That being said, I have never modded a game in my life. I eagerly ask for an introduction and tutelage in the absolute basics - with specifics tailored in particular toward Juice Galaxy.

(+2)

Well, in order for you to mod something you'd need a different loader (Thus, like games similar to Terraria or Minecraft), as well as a coding API WITHIN the loader, as well as a platform that allows users to make the mods in question.

You'd also need to use a powerful programming language, like C++, Eclipse, Javascript or whatever language the Developer uses in this case.

And it might be hard since the Console is a relatively recent addition, and he hasn't disclosed what language he's using.

Developer(+5)

The language is C# in the unity engine,  I've seen some people decompile the game using dnSpy but it can bee tricky as it doesn't perfectly give you the source code. I haven't open sourced the game but I'm considering doing so in the future. Whether I do or not, I want to add modding support through something like .lua scripting and 3D model importing, and create tools to allow you to make your own weapons/monsters/areas.

Unfortunately I'm slooooow T_T but we'll get there.

(+3)

Cool, you should add mod support to juice galaxy, that will be amazing.

(+1)

bump

Developer(+1)

Man how time flies. I looked into it a bit more and it looks like I can just write an "AssetBundle Loader" so that modders can just export AssetBundles from Unity and players can import them via a mods menu/Steam Workshop support. I'll try and get on that soon ^^

Will still there be support for LUA and 3D model importing like was originally said?

Developer (1 edit)

It'd take some additional work, so I'll avoid it if the AssetBundle approach renders it unnecessary. 3D model importing for example can be done as an AssetBundle but it is a little less convenient since the modder must download Unity first. We'll have to cross that bridge when we get there.