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I also have professional (retail) game design experience and about 12 years of modding behind me – this will be challenging, but realistic and possible. I use ZBrush, 3d Studio Max, and Substance Painter to create game assets. Usually the most difficult thing to do when modding.
The ability to create custom maps and levels. Usually the easiest thing to do when modding. The ability to modify stats and other figures to either replace existing assets (like armor pieces) or add new ones. diffuse and normal maps) and replace 2d art like maps The ability to retexture existing in-game assets (e.g. These “custom tools” are typically released in the SDK, which KC:D hinted at releasing. This is very easy with CryEngine, but many AAA studios modify the engine so heavily it requires extra steps & custom tools. The ability to import meshes and compile them into workable assets. For the most part self-programmed tools and hex editors were used to import assets – so this should be an improvement! Here are the important things the mod will require to work (maybe a developer can confirm if these will be available?): It’s a serious, polished project with a large following, and I hope KC:D will make a great foundation for the next chapter of the mod.ĬryEngine is a bit easier to work with than Attila, which used in-house tools that broke about a year after the game was released. Just thought I’d make the announcement here. This may be open-world or include a scripted storyline, depending on what’s possible with the developer toolkit. the Stormlands, the Riverlands) and recreate major and minor armies/houses using the game’s spectacular equipment and combat system. Once KC:D is released and I have a better idea what limitations/capabilities there are with the modding tools, I’ll continue posting updates, news, and plans here.įor the time being, the plan is to focus on a specific region of Westeros (e.g. It will be realism-based and not full of magic, dragons, or any heavy focus on fantasy. The mod will be focused primarily on armies and combat using weapons, armor, and general aesthetics from the TV series. For an example of the quality and attention to detail you can expect to see, please view the mod page and media below: Based on the Game of Thrones universe, my project has been featured in PC Gamer, EuroGamer, and ranked in the Top 50 mods at ModDB.Īfter several years of development & releases on the Attila: Total War engine, I decided to port the Seven Kingdoms project to KC:D and will be beginning development after the release of the game. I’m Blick Mang, the creator and developer of the Seven Kingdoms modification for Attila: Total War.