Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And you should pull the crayon out of your brain.
The story of modding is a long and complicated one, the short version is that the original plans (Dungeoneer) didn't work and left us severely depleted in terms of our finances, we spent around 6 months on it and none of it is used in the final version of the game.
This was such a disaster that it threatened to derail the entire project.
Essentially it came down to a choice, do we continue to try and make something that is clearly unworkable work or does we start again and actually have a chance at a finished game. We knew that given the choice between a likely unworkable modding tool and a fully fledged game our community would choose the latter.
If we were to start again today with the resources we now have available we might be able to do it, but the game would definitely need to be constructed from the ground up to support it. Sadly it's not something we can retroactively implement, mostly due to the rush that was needed to recover from the Dungeoneer disaster. Ironically the pursuit of mods might have been the thing that prevented us from doing them in the long run.
If you want more information you can read the following:
A Year in Retrospect[wftogame.com] (Feb 2014), covering the first year of WFTOs development and the cancellation of the Dungeoneer toolkit.
Bedrooms to Brighton[www.brightrockgames.com] (Jul 2017) - Covering a bunch of things on our journey to a fully fledged studio. Read "The Rise and Fall of Steve" particularly to get an idea what was happening at the time.
Naturally, we really value User Generated Content and we honestly wish we could introduce Mod Support but the situation at the time was responsible for so many issues with WFTOs development that it has hampered us from doing many things we'd have liked to do with it.
War for the Overworld 2
It's not that the tools would have been user-unfriendly, it's that on a technical level the game didn't work when it had modding support, so it was a choice between a buggy unfixable mess or a working game with no mods
And thank god for the latter
In all seriousness, we would love to do a WFTO2 in the future and there's a lot more we would love to do with that game. We have a list of things to address if/when we do return for a sequel. I suspect greater variety of UGC would be high on that list :)
It's easy to recognise the value in UGC and it's certainly not impossible to support in Unity, very few things are impossible to do. However, it is much much easier if you design your game from the ground up to support it. My understanding of Skylines is that the engine is actually very different from what we use.
This was originally our strategy but the approach at the time, driven by one man, was incorrect and that caused the aforementioned problems. Now the game is so buried under technical debt that any attempt to untangle it without dedicating would just make the problem worse.
If there was any chance we could get modding in we would definitely pursue it but unfortunately, that ship has sailed. We're still looking into the possibility to expand the map editor with more features but introducing fully fledged content into the game is on the far far far end of possibility.
It's funny you mentioned this; another Developer said almost the same thing. They decided to use Unity for a sequel to their game and wanted Mulit-player, Modding etc. However once they began working in Unity and building their game ... they realized MP was a total no-go because of how time consuming and resource draining it would be.
Some people just don't understand how difficult it is to actually Develop a game. Half the times people think it's super easy and doesn't cost any money.
Can't wait to see what the "final" content update for WFTO is and I'm curious what your next project is going to be.