maconnolly
Warlord
- Joined
- Jun 3, 2019
- Messages
- 210
I may be getting ahead of myself, but I've had a long-standing ambition to get 'into' modding Civilization. Primarily, I think there is a lot of room for extra flavour in terms of new civilizations and the flavour that brings with it. I've realised that ambition, to a limited degree, over the last month or two.
That relatively-brief journey of learning and discovery has led me to realise a few things:
Broadly speaking, I think there are four main 'parts' to building an immersive, cohesive Custom Civilization mod:
I'm not asking for handouts, here, by way of help - the desire, willingness and capability to commit man-hours is all there. I have a 'flexible' end-goal in mind - which is to create a 'pack' of playable, custom civilizations that breathe new life into the game for me and a group I play with. If, along the way, I can become part of an online community, where we all build together and leverage one another's skills to achieve all of our goals, all the better.
If you're a modder - or someone interested in modding - but are wondering what the skills are you need, or concerned that perhaps you don't have every skill, I'd encourage a reply here with details of what you're aiming to do, what you can do and you think you'd like help with learning/done for you. Perhaps between us we can fit the pieces of the puzzle together and all become better - and more productive - modders for it.
That relatively-brief journey of learning and discovery has led me to realise a few things:
- I have a strong desire to continue my learning and content-creation journey.
- The skillset required to produce an 'all-in' mod comprising a new Civilization, with its respective Leader, Unique Items and Abilities, is broad and wide-ranging. At least to achieve the level of quality that can stand alongside the various base-game and community mods that already exist.
Broadly speaking, I think there are four main 'parts' to building an immersive, cohesive Custom Civilization mod:
- Imagination/Research/Historical Knowledge: An all-encompassing part of the process that, essentially, theorises the building blocks of the Custom Civilization - including who will lead it (Leader), how it will differ from other civilizations (Unique Items and Abilities) and stitching everything together into a cohesive 'offering' (including regional flavour). In my process, all of this happens prior to going anywhere near the modding tools - it's mapped out prior to creating any actual custom content. It does, however, lean on an understanding of the game mechanics - because there is little point in designing abilities, for example, that have no relevant mechanic in-game.
- Code-based implementation: With an understanding of what you plan to add to the game, so begins the journey of building that functionality. For me, that occurs entirely in ModBuddy, via the use of a template I have stitched together from different sources (which, admittedly, used two other templates as a loose base, but evolved beyond that after I started searching for and asking my own questions on these forums). As I am not blessed with a photographic-memory-esque knowledge of the game's existing code, this process is often very iterative and also includes doing a lot of base-game lookup and reference - so alongside ModBuddy, I will often have my own notes and be in-and-out of the base-game files a lot. Considering the functionality only, it is entirely possible to craft all elements of a custom civilization without ever opening the Asset Editor or, indeed, any graphic-editing software. Obviously, look-and-feel-wise, it'll be awful (and, arguably, barely playable as a result). But it will work.
- Visual representation: Making it look pretty. I think it is fair to say that this is the area that allows for the quickest breaking of immersion; though it is the least required to have a 'working thing'. My own temperature gauge of modders also makes me think that this is the area where there are a smaller number 'experts', but also that the threshold of what is acceptable varies the most. What do I mean by that? Well, I think there is an acceptance amongst non-experts that there is a level to which their graphical expertise will allow them to go and, in most cases, those who learn to implement code-based functions are OK with that. It's a guess, but I imagine the vast majority of those graphically-capable were already graphically-capable before they learnt to mod. They then bolted on their ability to create code-based content on top. These all-round experts, I think, are few and far between and, whilst we salute them and think they are amazing, many of us also recognise we are not them and will unlikely ever be them.
- Playtesters: A critical part of the process to ensure something 'fits' properly alongside existing game content is testing the new content. Within the setting of an actual game. From start to finish. Speaking from personal experience, this is a very difficult test to conduct for the modder(s). Not least of all - for me personally - because by the time I've got everything functioning and looking acceptable, I am sick of the sight of that custom civilization and I would rather turn my attention to another idea I might have. The good news? The requirement to be a good playtester is relatively easy to meet - you just need people who play the game, who are willing to critique honestly. The only specialist commitment here is the commitment to provide feedback, whatever form that takes.
I'm not asking for handouts, here, by way of help - the desire, willingness and capability to commit man-hours is all there. I have a 'flexible' end-goal in mind - which is to create a 'pack' of playable, custom civilizations that breathe new life into the game for me and a group I play with. If, along the way, I can become part of an online community, where we all build together and leverage one another's skills to achieve all of our goals, all the better.
If you're a modder - or someone interested in modding - but are wondering what the skills are you need, or concerned that perhaps you don't have every skill, I'd encourage a reply here with details of what you're aiming to do, what you can do and you think you'd like help with learning/done for you. Perhaps between us we can fit the pieces of the puzzle together and all become better - and more productive - modders for it.