How moddable will the game be?

Discuss everything related to Shootmania.

Moderator: English Moderator

cybz
Posts: 6
Joined: 10 Jun 2012, 03:32

How moddable will the game be?

Post by cybz »

Shootmania seems like the kind of game I've been waiting for, I'd like to mod/map like I used to in UT. But how much of the game will be accessible to modification? Will we be able to make full gametypes / guns, change movement physics, etc, will we be able to import our own assets (animations, textures, models, music), will there be a system in place so people can download files when joining a game, etc, etc. Would love to know! Thanks.
User avatar
banjee
Posts: 440
Joined: 08 Apr 2011, 14:56
Location: usa

Re: How moddable will the game be?

Post by banjee »

Map creation and custom textures should be implemented easily enough. As for the actually modding of the game physics, right now the info on that is kind of ambiguous but I would probably be leaning towards no. The game is going to be running (I think) off of the same engine as TM2 Canyon which has atm a great map editor, custom car model import, custom textures (aka mods) import, and custom music import. There is also a system set up for dowloading files for maps. All these are not that obvious, but if you have experience with the Unreal Editor they should be a cinch.
cybz
Posts: 6
Joined: 10 Jun 2012, 03:32

Re: How moddable will the game be?

Post by cybz »

But will we have full control over the assets, as in map objects, shaders, lights, particles, etc, could we code an entire new gametype with new guns, the kind of thing we can do in UT or CS?
SiH13
Posts: 1072
Joined: 15 Jun 2010, 11:54

Re: How moddable will the game be?

Post by SiH13 »

I think you can make your own game modes because at the TwitchTV stream with MrBob there was a list of the gamemodes and a place where you could import your own modes, if I remember correctly.
Think about what the script can do with the game. I hope you can change physics and stuff for a lot of variation in the gameplay and more fun gametypes than the competitive side we've seen.
Image
User avatar
Omnixor
Translator
Translator
Posts: 2708
Joined: 03 Jul 2010, 17:07
Location: Vilnius, Lithuania

Re: How moddable will the game be?

Post by Omnixor »

don't think animations/physics/shaders/particles/guns will be customizable. map objects importing may be introduced in Maniaplanet 2.0 update, which will come short before SM. gametypes will be customizable 100%, with ManiaScript.
- staff head of ESL TM²Stadium -
User avatar
banjee
Posts: 440
Joined: 08 Apr 2011, 14:56
Location: usa

Re: How moddable will the game be?

Post by banjee »

I would be hesitant to say that the game physics and animations could be modded in the maniascript. I would expect that maniascript would be more for modding the game objectives and would be able to make things along the lines of TTT.
User avatar
coolsnake
Posts: 131
Joined: 02 Jun 2012, 07:29

Re: How moddable will the game be?

Post by coolsnake »

Physics/weapons modification seems to be a thing people really want, I guess if you'd complain enough about it you might get it but I doubt it :D
cybz wrote:But will we have full control over the assets, as in map objects, shaders, lights, particles, etc, could we code an entire new gametype with new guns, the kind of thing we can do in UT or CS?


I think Maniascript is a lot more "high level" than that.
Great things are still posible, look at pit fight.

It's a good thing too that it's restricted in that way. Do we really want to see CS/Quake/UT replicated?
You might say yes but I guarantee it will get stale very fast.
Time for something fresh I say, like Tron in a grassy castle ruins environment!
User avatar
eyebo
Translator
Translator
Posts: 3493
Joined: 15 Jun 2010, 12:01
Location: Kansas, USA
Contact:

Re: How moddable will the game be?

Post by eyebo »

Some of the kinds of customization are outlined in this blog post:
http://blog.maniaplanet.com/blog/2012/0 ... -planet-2/
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)

For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
cybz
Posts: 6
Joined: 10 Jun 2012, 03:32

Re: How moddable will the game be?

Post by cybz »

coolsnake wrote:It's a good thing too that it's restricted in that way. Do we really want to see CS/Quake/UT replicated? You might say yes but I guarantee it will get stale very fast.
Time for something fresh I say, like Tron in a grassy castle ruins environment!
I think it will get more stale to have restrictions, it's always a good thing to have new and original things being made by the community, people who don't want to can always just join standard servers. In all the time I've played UT I don't think I've played more than 10% of it in standard servers I would just have been bored of it after a week. And recreating already existing maps is not really a problem in my opinion it just adds to the fun.
User avatar
eyebo
Translator
Translator
Posts: 3493
Joined: 15 Jun 2010, 12:01
Location: Kansas, USA
Contact:

Re: How moddable will the game be?

Post by eyebo »

Regarding the ability to change physics: Bear in mind that two more ShootMania environments will come in the future... with their own blocks, their own look, and most likely their own physics.

So Nadeo has good reason not to let us have too much control over changing the game, or else a new ShootMania title wouldn't be that appealing (since we could essentially make it ourselves).

They want to empower us as creators and players (and they will)... but it's also a careful tight-rope act they have to walk. They shouldn't do anything that would endanger their ability to sell future titles.
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)

For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
Post Reply

Return to “Shootmania”

Who is online

Users browsing this forum: No registered users and 0 guests