cross-posted from: https://hexbear.net/post/2843304

So, I’m pretty much a layman when it comes to modding, game development, coding, etc. With that said, am I correct in thinking that creating a small to midsized mod for a game like Stellaris is a much smaller/easier undertaking than even a simple indie game?

If I want to get started in that direction, creating a small (functional) Stellaris mod might be a good idea?

  • cfgaussian@lemmygrad.ml
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    5 months ago

    I have no experience with game development so i can’t speak on what that takes, but the difficulty of modding very much depends on the game. Paradox games for instance are generally extremely easy to mod, pretty much anyone can learn to do it, though the skill ceiling can be quite high depending on how deep you want to get into more complicated scripting and/or 3D modeling new assets.

    Whether or not these skills translate to making your own game i don’t know. But if you are interested in giving that a try that i think the place to start is perhaps a tutorial for one of the more commonly used engines like Unity.

    • Are_Euclidding_Me [e/em/eir]@hexbear.net
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      5 months ago

      I’d suggest godot instead of unity. Godot is open source and quite powerful, unity is proprietary and might decide someday to charge you every time someone downloads your game. (Unity floated this already, leading to a huge backlash so they walked it back, but that suggests to me that they want to do it and are testing the waters but ultimately decided to put that particular money grab on hold, for the moment. Godot will never do something like that, because it’s open source.)