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Kitsune Feb 9, 2016 @ 7:47am
Modding?
Hi. I just found this game and was wondering how moddable it is. I saw some references to scripts. Are they compiled or plain text? Can we edit them? What game engine, if any, was used? Programming language?
Thanks.
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Showing 1-8 of 8 comments
jeremylee  [developer] Feb 10, 2016 @ 8:17am 
hi Kitsune,

We're using our own game engine as well as our own script language. It's not hard to modify them, but the scripts are mostly used to orchestrate game events.

As for modding, we'll still need to see if it's possible to build an editor out of the game itself. But, we'll like to know...

How deep and far do u think the modding should go?
1) Add your own ship models?
2) Add your own death sequences?
3) Add your own weapons?
4) Create your own maps
5) Create a mission from those maps?
6) Create a campaign out of a set of missions?

Please let us know so that we can gather as many opinions as possible. Thanks!

Jeremy
Kitsune Feb 10, 2016 @ 8:59am 
Hi. Thanks for answering my questions. I have no artistic skills so making models is not something I'd do but I know its usually one of the top requested type of mods.
I usually do more gameplay type mods. Adding new capabilities to existing things. For example, in one game where I was frustrated with missiles overkilling an enemy, I gave the missiles a chance to acquire a new target if the original one was destroyed. That's the sort of thing that I think would have to be done through your scripting engine.
I think the most popular type of modding would be for new models, maps and weapons. If you add access to the scripting engine for modifying events I think that would cover the rest.
jeremylee  [developer] Feb 10, 2016 @ 10:09am 
hi Kitsune,

Thanks for your input. Realistically, we'll probably start with offering a map editor first. But before that, we'll need to introduce the Co-Op survival mode (which can be a multiplayer mode) first.

Then modders can create custom maps.

We'll also need to allow doodads to be placed. (ie, asteriods, planets, environmental/celestial objects)...

So there's quite a bit of work for us to do before we get there. Meanwhile, if we can gather more opinions on how the game editor should be like, it'd go a long way.

Thanks again for posting Kitsune. We'll be updating the game soon on the AI revamps.

Regards,
Jeremy
Eigenvektor Feb 20, 2016 @ 11:05am 
Maybe releasing symbols would make modding easier?
(PDB file)
Last edited by Eigenvektor; Feb 20, 2016 @ 11:12am
jeremylee  [developer] Feb 22, 2016 @ 3:25am 
hi newchild,

we're thinking of releasing an editor directly for map editing... but before we can do that we'll like to add the doodad feature first. It'll also be used to beautify the game's environment...
Sima Marlin Feb 28, 2016 @ 2:08am 
Blame me for that one, I told him the game lacks Eye candy :D
Ezekiel Mar 17, 2018 @ 9:11am 
Jeremylee,
Are there going to be any options for modding the ships sizes? Mainly, making fighters smaller realtive to the capital ships they are flying around? Thanks!
jeremylee  [developer] Mar 17, 2018 @ 9:44am 
Hi Ezekiel,

Yeah I know the fighters appear way bigger than they should LOL .. it's like 1 fighter = the whole hangar size ... ok here's the problem ... we DID thought of that problem before ... but if we scale the fighters down to its actual scale, you won't be able to see anything other than icons ....

Even if it's just by 40-60%, it'll be REALLY small ...

And yeah, sorry there ain't a mod for modding ship sizes. But just curious, how small are you looking at?

Regards,
Jeremy
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