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 2)
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on Apr 29, 2009

Unscripted campaign with a story...full modding capability...a push for really good single player...man oh man, keep those three things in there and I might never played another game after this!

on Apr 30, 2009

# You have gameplay scripting. We are using Python and that is where the rules of the game itself are modded.
# You have the AI scripting. Again, using Python, that is where the AI behavior is modded.

Great!

Python is pretty easy to learn, just make sure to either always or never use tabs in your files and you've avoided most of the problems with the language.

 

Can you explain more what you mean by story-based but not scripted for those who don't know Defender of the Crown (not that I'm not looking it up)?

on Apr 30, 2009

I know python, but I haven't used it for a while. I should be functional again real shortly though (you mentioning it for use in modding is a strong motivation). Let me know if you need any help.

Anyways, about the modding. Just how far can we go? From what I understand, the default elemental will not have a huge number of spells, and you will not have the ability to make high powered units, or create unusual/strange/interesting units. For interesting units, I'm thinking stuff like my Soul Knights who some souls of comrades who fell in battle bonded to their bodies. In turn they can each manifest a ghostly limb to hold a weapon or sheild to help the Soul Knight in battle, as well as grant other powers/abilities. For high-powered units, I'm thinking about my Fire Blitz Golems, units that have a powerful flame throwers mounted to their arms. These flame throwers can not only set an enemy army ablaze, but also be turned up in power to melt through the stone walls that protect enemy cities.

Well maybe thats just me. Anyways, happy programing!

on Apr 30, 2009

Thank goodness, a campain!  And MP includes Lan I'm sure, so I'm already anxious for it.

on Apr 30, 2009

Keep climbing CAD$, i might squeze in fast enough to join the Beta start.

on Apr 30, 2009

 

Looking  Good...   even  Brock Sampson would be pleased.               

on Apr 30, 2009

Everybody seems happy about the modding. I don't mod don't have the patience for it. I am worried a bit that the main game Elemental will be lame and the only way to make it good will be to mod it and use the mods of other people. Will that be the case?

I mean will the vanilla version of the game be any good? Or in order for it to be good will it be necessary to mod it? Somebody mentioned there will be only a few spells. Does this mean the game will have like 10 spells and the rest we will have to created?

 

I play galciv2 and I don't use any mods and I love it It seems to be a very complete game. Will elemental be the same?

 

Sorry I am just a bit worried all of a sudden.

on Apr 30, 2009

Neat!

on Apr 30, 2009

Nobody sets out to make their core game lame.  Whether it is or not will utimately be determed by how all the pieces of their plan fall together.

on Apr 30, 2009

People will mod the game to make it fit their favourite fantasy world (be it LotR or whatever), change anything that they don't agree with (spells, maybe economy,...),...

on Apr 30, 2009

Am I the only one dissapointed with this? I was *extremely* excited about everyone being able to make their own AI bot to compete in multiplayer...

 

This shift to single player and "same AI for multiplayer" takes away 80% of my excitement, sadly.

 

-Drexion/Ragarth

on Apr 30, 2009

Ragarth
Am I the only one dissapointed with this? I was *extremely* excited about everyone being able to make their own AI bot to compete in multiplayer...

 

This shift to single player and "same AI for multiplayer" takes away 80% of my excitement, sadly.

 

-Drexion/Ragarth

I haven't been following Elemental for that long, so what do you mean by them saying "same AI for multiplayer"? The only thing that I saw them really say is that AI scripting is one of the key elements of the modding. I don't see why you couldn't code some AI stuff and use that mod in multiplayer.

on Apr 30, 2009

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). 

No AI modding for multiplayer, basically.

on Apr 30, 2009

Is this saying that the AI was programmed in C++ and that we can only call up a few functions from them from Python? Forgive my low intelligence =P

on Apr 30, 2009

Annatar, everyone is going to need the same set of AI files in order for an AI to run the same on every players computer.  That does not necessairly preclude those files from being modded, only that those modded files would need to be approved and centralized, much like any other kind of mod input.  The SP is additional functionality so you can play around with minor changes until you are happy.

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