Modding support: items, maps, assets #17

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opened 2026-10-18 02:51:05 +00:00 by muse-lantern · 0 comments
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Goal

Major feature: players can create and add content to the game easily.

Moddable content types

  • Items — custom weapons, equipment, artefacts, consumables
  • Maps — new areas/zones to explore
  • Assets — models, textures, sounds

Design notes

  • "Easily" is the key word — the barrier to entry should be low
  • Built-in modding support (mentioned in the ITR fan game discussion, see #3)
  • Ties into the monetization model: game is 100% free, creator-made "mods" exist outside core gameplay

Technical considerations (Redot/Godot)

  • Resource packs (.pck files) are the natural mod distribution format
  • Mod loading system needs to handle: item definitions, map scenes, asset overrides
  • Item modding should hook into the Affected %/Affliction system (see #8 comments)
  • Map modding: what does a "map" need? (spawn points, loot tables, nav, lighting?)

Open questions

  • In-game mod browser/downloader, or external (like Steam Workshop)?
  • PCVR-first makes modding easier (filesystem access); how does this work on Quest standalone?
  • Scripting in mods? (GDScript mods = powerful but security risk)
  • Asset guidelines: poly budgets, texture sizes for Quest compatibility?
  • How do mods interact with the "can t leave" premise? (new zones inside the Region?)
## Goal **Major feature:** players can create and add content to the game easily. ### Moddable content types - **Items** — custom weapons, equipment, artefacts, consumables - **Maps** — new areas/zones to explore - **Assets** — models, textures, sounds ### Design notes - "Easily" is the key word — the barrier to entry should be low - Built-in modding support (mentioned in the ITR fan game discussion, see #3) - Ties into the monetization model: game is 100% free, creator-made "mods" exist outside core gameplay ### Technical considerations (Redot/Godot) - Resource packs (.pck files) are the natural mod distribution format - Mod loading system needs to handle: item definitions, map scenes, asset overrides - Item modding should hook into the Affected %/Affliction system (see #8 comments) - Map modding: what does a "map" need? (spawn points, loot tables, nav, lighting?) ### Open questions - In-game mod browser/downloader, or external (like Steam Workshop)? - PCVR-first makes modding easier (filesystem access); how does this work on Quest standalone? - Scripting in mods? (GDScript mods = powerful but security risk) - Asset guidelines: poly budgets, texture sizes for Quest compatibility? - How do mods interact with the "can t leave" premise? (new zones inside the Region?)
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dead-air/game-planning#17
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