Brad Wardell's site for talking about the customization of Windows.

image 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:

  1. Elemental will be a single-player focused game.  It will have multiplayer but most of the development time will be spent on single player.
  2. Elemental will have a story-based campaign. While Sins of a Solar Empire and Demigod do not have story-based campaigns, it’s important to bear in mind that Stardock doesn’t develop those games. Galactic Civilizations II and its expansions all have story based campaigns.
  3. I don’t like traditional story-based campaigns.  I.e. we are not going to do a scripted campaign but instead tell the story through the campaign game that will play a little bit like Defender of the Crown (incidentally, designed by my friend Kellyn Beeck, VP of BizDev at Gas Powered Games).

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:

  1. You have asset creation. That is, the ability to make things you can see in the game.
  2. You have item creation. That would be spells, armor, weapons, etc.
  3. You have resource creation. That would be everything from iron ore to magical gems to wood.
  4. You have gameplay scripting. We are using Python and that is where the rules of the game itself are modded.
  5. You have the AI scripting.  Again, using Python, that is where the AI behavior is modded.

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.


Comments (Page 1)
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on Apr 29, 2009

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.

on Apr 29, 2009

no worries Brad, Python can be learned in a weekend if you're already code centric.

on Apr 29, 2009

Sounds pretty good. It's not often anymore that games are planned from the ground up to be modded.

on Apr 29, 2009

Sounds awesome .

on Apr 29, 2009

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...

on Apr 29, 2009

Hears hoping that there's a big economic upswing.

 

on Apr 29, 2009

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!!!!!!

 

on Apr 29, 2009

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*

on Apr 29, 2009

http://xkcd.com/353/

 

http://xkcd.com/413/

on Apr 29, 2009

(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.

on Apr 29, 2009

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)

on Apr 29, 2009

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).

on Apr 29, 2009

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.

on Apr 29, 2009

Just make sure you can mod AI someway

on Apr 29, 2009

Cool! Cant wait to try it all out!

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