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[moddable] - Kickstart your online community with ModTools - Significantly extend your game's life

Discussion in 'Assets and Asset Store' started by softrare, Aug 22, 2017.

  1. softrare

    softrare

    Joined:
    Jun 12, 2011
    Posts:
    444
    Hi guys!

    After months of hard work we are thrilled to announce [moddable] is released to the Asset Store: https://www.assetstore.unity3d.com/en/#!/content/29573



    [moddable] is a professional tool to add mod support to your Unity game, with the lowest possible integration overhead and learning curve.

    Mind a (really) short tutorial?

    Let's imagine this is a method somewhere in your current or future Unity game:

    public void Shoot(int firepower) {
    ....
    }

    Just add 1 word of code above the method, thus change to this:

    [moddable]
    public void Shoot(int firepower) {
    ....
    }

    This is ALL there is to it, this and not more! All other processing and mod bridging and execution logic is done by us!

    Add the attribute [moddable] to a few more methods and member varibales and at that point YOU - the gamedev - are done. Let the online community do its magic. Why not release your game early? With modding your customers can already invest in your game and have fun with it + sharing experiences with their friends.

    Demo game:
    https://moddable.softrare.eu/#manpages/demo.html



    Features:

    - Text based mods, no extensive IDE needed at all for modding
    - Integration is easy and abstracted from your native game functionality in an aspect-oriented approach. Just add "[moddable]" above your methods/member variables, ->Done! - built-in console for debug output and even modding at runtime.
    - JS-like modding language
    - Automatic generation of template mod, exposing and explaining your game mod API, no extra action needed on your part: (arrows indicating cross-execuability between mod and native game, automatic function stubs and documentation generation)


    - Define the mod function execution time (before or after the native method in the game), even override native game functionality completely by mods, or disallow any aspect of it (even decide per exposed Unity method): thus total control and flexibility.
    - Mod execution order (if needed)
    - Passing Unity Parameter values to the mods
    - Passing Unity method return values to the mods
    - Many built-in and ready to use mod functions. Need more? Just write them in Unity, expose, and ready.
    - Extensive documentation for the base API: https://moddable.softrare.eu/#manpages/api.html


    Planned Features:


    - Share mods online
    - modders will be able to create custom GUIs using uGUI (acutally a lot is already included, but as of yet largely undocumented)
    - Make mods Multiplayer-ready
    - Mesh importing
    - Prefab/component browser (imported meshes inclusive)
    - Creating events/callbacks in mods
    - More built-in API functions (bridge between mod and game)

    Platforms:

    At this point, [moddable] mod loading from files is suitable for Standalone players, but it's planned for all platforms through an online platform in the form of an overlay (you will be able to completely avoid this functionality if you want sharing of your game to happen exclusively "offline"). "Live modding" through the built-in console works everywhere already.

    Resources:

    Website
    Demo
    Tutorial
    Modding Manual
    API
     
    Last edited: Jan 25, 2019
    theANMATOR2b likes this.