Modding and end-user development

While I definitely agree it’s early to talk about implementation of modding, I remember that during development of Mafia II it was kind of assumed that there would be some level of access for modding even if we had to do it ourselves and in the end they blocked and patched modding capability out punitively.
I know that won’t happen here but I think it’s good to have a general understanding that the capabilities of modders have been greatly underestimated in the past (see Far Cry’s map editors).

Well, definitely. Some modders are very skilled and clever people, hands down, and they can be completely OK even without official tools (GTA4). I am just talking about capacities of our tools. This is still one big unknown.

Yeah, just give us a shout when you guys have time to think about what can be released and we can chime in then.

Let’s see what Warhorse wrote on the homepage of their kickstarter campaign:

[quote=]We are using Cryengine to power our game. […]

On top of that, we are developing our own proprietary RPG-MAKING TOOLS for easy development of this and any future content, including custom support for game design, animations, branching dialogue, clothing definitions, etc. We plan to release these tools to the modding community.
[/quote]

Should answer many question about what will be moddable in the game. Since we will most likely be able to use Warhorse’s own tools we don’t have to rely on the Cryengine SDK alone… :wink:

Yup what Yahkem said, i have good feels about this game :slight_smile: