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Loadable mods... feasible?

by Nathan Sewell · in Torque Game Engine · 08/09/2005 (1:00 am) · 4 replies

I'm curious how feasible it is to create a game that has the basic ruleset coded into into the game itself and is capable of dynamically loading mods at runtime.

Also, has there been any work done in the community along these lines previously? (such as stand alone module editors) I'm sure this would require some working knowledge of the formats used by TGE, are there any licensing issues that this would raise?

This probably won't affect whether or not I use torque, but will heavily affect the prospective feature set of my game idea.

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#1
08/09/2005 (3:23 am)
What do you mean by mods? The basic concept of TGE is that each level is a 'mod' Or do you mean loading models and inetriors at runtime? As for coding the game logic into the engine, you can do that but it may not be neccesary. People seem to freak when they hear TGE is script driven but its very effective.
#2
08/09/2005 (4:23 am)
By mod I mean the whole shebang... compiled scripts, terrains, interiors, models

I would like to create a game that is can be modded by the end user to some degree.
#3
08/09/2005 (6:05 am)
As long as the C++ source code exists, you can basically do anything with enough motivation, time, and skills in C++ programming. That said, I don't actually own torque (yet), so I don't have an idea of how hard this would be. However, it already has it's own scripting system, so I don't think that would be too hard, at least I don't think.
#4
08/09/2005 (6:38 am)
Basically, that's how the engine works out of the box anyway. The only 'custom' formats that Torque uses are pretty much for the models, interiors and compiled scripts(which the engine generates on loading an uncompiled script), everything else can use standard formats(textures, audio, text, etc)