How much modding should an indie racing game allow — where’s the sweet spot between freedom and maintainability?
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Discuss: r/gamedev
🔧Game Modding
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I’m working on an indie racing game with a full track builder and Steam Workshop support. Players are already creating and sharing tracks, but now they’re asking for deeper modding: importing their own 3D cars, creating liveries for existing cars, adding props for custom tracks, and generally expanding the in-game builder. I’m trying to find the sweet spot for a small team between freedom and maintainability: full external modding (3D models, props, liveries), a more controlled template-based approach (Unity project + export pipeline), in-game-only tools (stickers/decals/presets), or some kind of hybrid. My main concerns are support load from broken mods, long-term maintenance and versioning, performance...

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