In this post, we will continue our conversation from last time. If you missed the previous post, you can read it here.
The other main addition coming in the next update is an official mod loader. While plenty of mods for the game have been popping up on Nexus Mods lately, they all share a common problem: the lack of a dedicated mod loader in the game means they all have to rely on separate fan-made loaders, or they have their own inconsistent instructions which require players to modify the game files in a number of different ways in order for the mods to load. This presents a few problems, ranging from ease of use, to security concerns, to update compatibility issues.
However, that will all be solved in this next update. The game will include a dedicated mod loader. For players who aren’t interested in using mods, this will have no effect on your experience. However, if a player wants to use a mod, it will be as simple as dropping it into a mods folder. This will allow individual mods to all exist within their own dedicated mod folders, rather than replacing all kinds of game files or pasting things into a million different folders. The loader will load all of the mods from the folder in the appropriate load order, all without modifying any actual core game files. This also supports dedicated info and config files for mods, which the game will display in a mods list in the settings, which will display the details and load order for every mod, custom descriptions etc., as well as having native support for a configuration menu that modders (coders or not) can easily set up with a simple JSON file. The configs will have hooks for coders to use in their JS plugins (and an example plugin showing how to do this), but also support things like toggling basic file swaps or running common events, so that non-coders can utilize the config system as well.
The mod loader is designed to be useful not only for javascript programmers who can make their own custom plugins, but for non-programmers as well. The loader supports everything from swapping files out (such as replacing portrait art for characters or changing audio tracks), to splicing in specific data from other RPG Maker projects (such as making items or NPCs in a separate project, and then loading them into the game without modifying the core game files), as well as automatically loading JS plugins at the end of the game’s plugin load order. This should mean that pretty much anyone can mod the game in some way or another. The game will have documentation and an example mod included in the mods folder for modders to reference while creating their own mods, and I’ll be creating a dedicated modding forum on Steam/Discord for discussing all things modding.
As long as mods are structured appropriately, you will be able to load as many mods at once as you like, and they won't have to step on each other's toes (such as many mods changing item icons, adding events to maps, or requiring a specific plugin load order). The info file even allows modders to designate a priority value for their mods, so they can load before or after other mods.
I figured that adding dedicated mod support this early would be a good thing for the community, as while I have many plans to fix bugs, tweak game balance and add new content, I also know that I do not agree with every player in the community about what changes should be implemented, and the community itself is torn on many issues, sometimes with different factions of the community (such as Discord vs. Steam) having completely different opinions about what changes they want to see. Adding mod support means that even the changes which might not be in-line with my vision for the game or which might be too polarizing to implement can still be made available via mods. And, mods can potentially add a sort of “in the meantime” solution for features and changes that I may be planning, but which might take a while. There is also a limit to how much I can even add to the game in general, with this being a solo project, so having a means for the community to add what they'd like to see will hopefully expand the game's horizons.
This has been quite the long series of posts, but I’ve been fairly silent since the game’s launch while I plan and process, so I figured I’d try to give you all something of some substance in this first series of dev posts since release.
I just want to thank everyone again for all of the support, and for making Welcome to Elderfield such a success. It has already exceeded my wildest expectations, and things will only get better from here!
I have always planned to continue updating the game after launch, so I can’t stress enough that we are still in the early days. I hope you’ll all stick around to see how the game evolves over time, and I’m excited to continue working on the project.
WTE has always been first-and-foremost a sort of personal art project, meant to just be something I can enjoy working on and experimenting with, and while that may lead to some polarizing or unusual choices at times (well, that and the fact that this is my first attempt at making a video game!), it also means that it is pretty easy to avoid burnout, and I suspect there will be many updates to come in the future.
At the end of the day, Elderfield is just a world I like building. It lets me write the music I want to produce, draw the pictures I feel like drawing, add the mechanics I think are interesting, and write the odd character dialogue that even my own better judgement doesn’t always agree with.
I’m thrilled that so many of you have managed to find some enjoyment in this strange, cobbled-together mess, and I look forward to fixing and breaking it for a long while to come.
So, with all that said, I need to get back to work. I’ll see you very soon, when the update’s ready!