3 months ago - Sleipnir - Direct link
Mainly just allocation of my time. I'm only one person, and I can't make the game and add modding simultaneously. It is a planned feature for when 1.0 is out, though.
3 months ago - Sleipnir - Direct link
The game has to support modding for mods to run on it. This means modders need the capability to edit the game's data and content to some extent. Without the developer providing that functionality, there's nothing for a modder to create a mod with.

Let me give you an example. Let's say the modder wanted to simply add a new weapon to the game. How would they go about doing that? What do they edit? What tools are they even working with? At the very least, they'd need new art assets (sword icon, perhaps some art for how it looks on the character) and new data to tell the game what kind of weapon the item is (how much damage it does, what skill it requires, what sounds it makes, etc). The method of editing and creating that content is provided by the developer. Lastly, how do these mods even get used by the game? Players need some way to select what mods are used in the game. All this functionality is created by the developer. This is lots of work just to get a mod into the game.

The version I'm working on actually has a great modding pipeline I've been working on for a while in my spare time. When it's finished, it will allow modders to create and edit the game's art and data, and also allow for players to select mods to use in concert with the Steam Workshop.

Hope that sheds some light on how modding works.
3 months ago - Sleipnir - Direct link
I commend your skills at using resources from previous games to edit and create weapons, but remember, it's only 'easy' because developers worked hard to make it that way.

Developers have to put in a lot of effort to let modders like you change game data, including textures, animations, and scripts. It's a big task to create a system that allows these changes to work in the game.

Also, many developers hide their game's data and scripts to protect them. Despite this, modding isn't impossible when developers provide the right tools. For Odd Realm, which uses C#/C++ and has its code hidden, I've been working on a way to allow modders to access the resources for the game. This is something that will be fleshed out more when 1.0 is complete.