Update #3: Modding, Dungeoneer, and Nexus
You’ve unlocked Door #2, well done. Venture inside our Playable Showcase to see what you’ve unlocked. We are working on some quick fixes to make the showcase play a bit better — thanks for your feedback!
Today we’re going to talk about Nexus, the Dungeoneer tool, and modding WFTO.
Nexus Mods: We wanted to cultivate a relationship with our players who enjoyed creating (or just downloading) mods for their games. So we chose to partner with Nexus Mods to help build a modding community for War for the Overworld. Click here to visit the WFTO Nexus page!
Dungeoneer: We’ve briefly overviewed that Dungeoneer is the tool we are using to build the game, however we’re going to go more in-depth today and explain what it means for players with and without modding experience — and why it’s going to be awesome for everyone.
Modding: For our players that do not have modding experience but enjoy tools that enable map creation (similar to the Warcraft & Starcraft map editors) Dungeoneer will be everything you want. All the tools we use to create our levels will be easily accessible through a user-friendly GUI which will allow you to create maps using the assets that we have included in the game. You’ll also be able to import other assets into the tool quite easily.
We know how tedious it can be to create and implement your mods — Dungeoneer is our solution. Dungeoneer is being built by the same minds that created some of the most popular mods on Nexus such as “EVE” by weijesen (Jack Wong), “Reanimated” by Alendor (Patrick DiLillo), and “ElectroCity” by MGE (David Brodsky). These mods have been downloaded millions of times by Nexus users.
We've got a lot planned this week, here’s some of the highlights:
- Wednesday: We will post our first community vote and talk about an exciting feature of the game.
- Friday: Join your fellow backers in a criminally fun competition to win some early WFTO swag (Hint: drink lots of tea, pet many cats).
Until next time Underlord,