Captain Murphy
Actually a Captain
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Pirate Legend
1. Mods would be serialized asset bundles that can be 'picked up' on by the core code on startup or on a demand (i.e we could have a web based mod downloader that adds the mod to the game). Modders would use a toolset that we provide to build their mod. It could be as simple as adding a ship (serialized code file and model file) to including a new character controller (managed code that extends or overrides the current classes).Thanks, @Captain Murphy.
Then some more questions:
1. How easy/hard is it to add "modding support" to the 'official' version? How much modding would be possible?
2. How much extra work would it be to maintain two code bases at the same time, one "open source" and one "'official' closed source"?
3. For "closed source", how would it be decided who gets access and who does not?
You definitely have a lot of very valid points there.
It actually matches relatively well with what I had hoped to get going with PotC:NH,
to have one person in charge of sticking all experimental code into an "alpha" mod
and have another person in charge of a more polished official version.
I do believe that could make for a very workable situation, but does rely on having the manpower to pull it off.
To clarify on my other question: If I read your answer correctly, "closed source" has nothing to do with "commercial/pay-for-play".
2. The code could be abstracted out so that the second code base simply extends or overrides the open source code instead of trying to replace it.
3. Based on the same type of control we currently use for almost all other code that PA! controls.
Correct, closed source does not mean a paid version, simply a version that is more accepted and supported by the PA! staff directly with some unique added features.