I'd love to read more about the editor in a future update on Kickstarter, maybe towards the end of the campaign when people have a clearer grasp on gameplay and such. A couple things are not clear to me and granted, I haven't checked all channels. This could be used for some hype, like "You've seen what the game is like -- now we show you what else you can do", highlighting the vast possibilities of user-generated content, also in relation to stretch goals. "If we reach that stretch goal, you can do the following with the editor" ... "Make your own game!", "Unlimited adventures!", ...
Following are some questions I've been wondering about.
1. Type of modding (see Destello's post above)
- Can we enhance and expand the original game by modding like in Morrowind etc.?
- Can we make our own adventures like in NWN2?
- Are Total Conversions possible? This brings questions of its own...
2. What can be modded / scripted?
- UI?
- Types of Skills, Talents, Attributes and their effects?
- How many players are supported? Could you in theory do a mod that extends D:OS to four main characters (and 1 henchman each)?
3. Stretch goals & the Editor -- How would the various stretch goals affect the editor capabilities?
- it was mentioned that schedules should be an entire system, which would, I imagine, require special programming. So, without the schedule stretch goal -- no schedules in mods either?
- could we in theory make custom personality traits with or without that stretch goal?
From what I read so far, we get the same tools you used to make the game, but if some things are hardcoded in the executable, it sort of limits what can be done. In Morrowind (one of the few editors I have tried) it was fairly easy to expand the actual game, but hard if you wanted to do something completely new.