![]() We also decided that in order to keep costs low and to let Colossal Order, the studio that developed ✼ities: Skylines«, focus on doing what they do best so that we would build the whole game from start around Steam Workshop.Integrating modding into the game would always be a bit of a challenge, Unity as an engine has never been the most mod-friendly, but Colossal proposed great solutions on how to run the code to make it more accessible. ✼ities: Skylines« was the first game from Paradox Interactive where we went up against an established AAA-title in a non-niche genre, and we simply lacked the resources to compete in terms of assets and production value.This made modding a target of one of the game’s most obvious flaws, and we implemented it early as one of the demands of the product. ![]() ![]() ![]() When Paradox Interactive started to work on their city builder the team decided to integrate mod-support and Steam Workshop from the beginning on: the best choice they could take as their experience shows.cmsdspYoutube(‘0gI2N10QyRA’,’580×326′)/cmsWhen we started working on ✼ities: Skylines«, we knew from the start that modding would have to be an integral part of the product. ![]()
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