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Tableleg0

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Ok so this could be difficult to implement, but I think it would give the game something unique, i think you should try to make a creation kit that allows players to create there own spells, weapons, npcs, buildings, monsters, races, classes, and quests. This would allow people who have finished the game to add quests, turning it from a game with like 60 quests (I'm not sure if it has more than that) to a game with hundreds of community created quests. Maybe you could have a system that allows people to share building templates. I really think that this would really add on to and expand the game.
 

Alan_SP

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List of existing quests (not including Town Hall ones): viewtopic.php?f=4&t=79 (this can be a spoiler, so you decide if you want to see this info).

About crafting, this will be implemented over time. We still don't know how exactly it would work and what you'll be able to craft, but this is prerequisite for mage class. And there will be mage class.
 

romulomazz

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I'm no programmer, but i know that is probably a lot of work to one developer.
But talking about a workshop for the EK, i think that is thing of the future. And not only that. EK is not a game like half life, to became a CS. Or maybe it is...
Mods it's a fun thing, like Minecraft, one of the reason of sometimes i play is because of the mods.
But speaking of a game, that is proposed to be a classic rpg, is dificult that the developer worrys of creating a system of developing addons, the idea of the game is to have a great history and great playability.
I want the most in this game is to be able to play with my friends, online and offline. When the game reaches this lvl, i think that would be really nice to have mod.
A rpg like skyrim that is full of mods that improve a lot the playability.

I dont know, but its alot to process, hehe... And so many ideas.
 

Tableleg0

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Really if it turned out to be to expensive the developer could charge for it, I feel like I'd be willing to pay 5$ for the ability to make mods.
 

Tableleg0

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Alan_SP":19vo2xeo said:
List of existing quests (not including Town Hall ones): http://exiledkingdoms.com/forum/viewtopic.php?f=4&t=79 (this can be a spoiler, so you decide if you want to see this info).

About crafting, this will be implemented over time. We still don't know how exactly it would work and what you'll be able to craft, but this is prerequisite for mage class. And there will be mage class.

So I understand that this sort of thing can be difficult to predict but when do you think the mage class will come out?
 

Sounkeng

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Tableleg0":udwa1ih3 said:
Alan_SP":udwa1ih3 said:
List of existing quests (not including Town Hall ones): http://exiledkingdoms.com/forum/viewtopic.php?f=4&t=79 (this can be a spoiler, so you decide if you want to see this info).

About crafting, this will be implemented over time. We still don't know how exactly it would work and what you'll be able to craft, but this is prerequisite for mage class. And there will be mage class.

So I understand that this sort of thing can be difficult to predict but when do you think the mage class will come out?


http://www.exiledkingdoms.com/forum/viewtopic.php?f=3&t=6132 All development timeline questions should be referred to here.
 

Alan_SP

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When something will be done? In David's own words: When it is done.

Coding takes time, a lot of time. And there always are more things to done than time available to do it.

In spring summer was "deadline". Now, I guess the spring is best estimate. But, it will be when it will be.
 
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