![]() We architected everything to allow our players to create and share content in the easiest possible way, and have that stuff become automatically infused into the extremely modular and expandable Planetoid Pioneers experience for everyone else. ![]() We are taking maximum advantage of the fact that we built our own game engine ( Crush2D) from scratch, which ship with a suite of integrated commercial-grade tools that are way more powerful than most developers even make for themselves. ![]() ![]() What have been the biggest challenges in doing so? If an item falls below a negative rating threshold, it will disappear from the in-game shops and we'll notify it's creator that he/she probably has to adjust some things! For example, a new item that's never been rated before will be free to try, but if an item is rated very good, the price will go up, or it might get discounted if it hasn't been used in a while. This rating has more influence than just seeing if a weapon is fun-it also determines the price the next player has to pay for it with their in-game resources. So, when you've bought (with in-game resources, not tied to IRL money in any way) and used a Workshop blueprint and return to the in-game shop later, the first thing you get asked is "Would you recommend this blueprint to the community?". Players are also able to rate which blueprints are fun to use, right there in the game. For example: weapons are divided up in tiers in terms of power and how advanced they are, so that the level designer still has some control over what kind of item will show up at specific places in their map. We defined some rules for what is required of a "Weapon" or "Tool", and will encourage our Workshop community to flag anything that doesn't follow those guidelines. We also had to design the system around how this would work in-game and still keep it somewhat balanced and appropriate. ![]()
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