The modern day idea of " don't touch this!!!" kind of bugs me, to be honest. I think it's an important skill to learn how to dig in deeper and figure sh!t out. Mod a game by replacing assets with your own. Take a look at the source code or 3D models of a game to study and learn from. Here are some common use cases where this can be useful: Recover the lost code and assets of a game you made. If it hadn't been for me screwing around with things I " wasn't supposed to" and the developers being cool about it, I never would have been able to start this whole indie career off.Īll of the games we've released are moddable in some way, either with custom tools or otherwise, and I always try to encourage anyone who wants to to make whatever they want for them. You can decompile Unity games using specialized tools to extract the code and most assets. The mods were such a hit that at TRI's request, my wife and I signed a contract to work with them on the sequel (Fly! II), which gave us enough money for me to quit my job at a mainstream game studio so we could start our own game company. My mods caught the developer's (TRI) attention, and they included them in the follow-up special retail version of the game (Fly! 2K). I'd picked it up on a whim and started changing clouds and graphics, etc. and then in 1999 I started modding a game that wasn't made to be modded (Fly!). I wish modding was viewed more like it was in the old days.
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