Custom Missions and Mods

Just a brief update today to demonstrate the Custom Missions pipeline I’ve been working on. Users will be able to build levels (using the same tools I’m using to develop the game’s main levels), package them up along with any new content they want, and share them via Steam Workshop.

At the moment, these tools are only supported on Windows (because that’s where I do my development), and that is how I expect to ship them in early 2015. But they should be fairly straightforward to port—the editor is built into the game’s executable, and the other tools are simple command line utilities built from the game’s shared codebase—and I would aim to bring them to OS X and Linux shortly after.

(Just to avoid any confusion, the game itself will ship simultaneously on Windows, Mac OS X, and Linux; and custom missions can be downloaded and played on all three platforms. Only the tools to build missions will be limited to Windows.)

After downloading, the missions will populate this menu on the title screen. All sorts of other mods are supported too, and will be applied automatically just by putting them in a Mods folders. Incidentally, this should streamline the process of localization compared to Eldritch, as translators will be able to test their own changes immediately instead of waiting for me to create a new build.