#user-moddable files outside of the .pck
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A mod loader is pretty much just a tool that loads external resources into your running project. Should be relatively easy to make one for your needs I think
With custom languages do you mean like community translations?
I’m working on the “godot mod loader” but that sounds a bit overkill for your case, since it’s made to modify the game itself and how it runs too, while it seems to me like you just want to load further content
Here are the basics for loading other content into your game https://docs.godotengine.org/en/stable/tutorials/export/exporting_pcks.html
You can’t really rename the game pck as it needs to match the exe name to be found properly. You could embed it into the exe though. I’d also recommend primarily using zips for mods, since pcks need to be created with godot while zips can be made in many ways and super easily
Use cases: Oftentimes one would like to add functionality to one's game after it has been deployed. Examples of this include... Downloadable Content: the ability to add features and content to one'...