Originally Posted by MoloF
I think getting the structure right before the project gets bigger is probably the smartest move. Once several people are adding quests, mechanics and other content at the same time, even small changes can cause unexpected issues, so having a shared test environment would make a huge difference. I’d also keep the data format and rules well documented so new developers can jump in without having to figure everything out from scratch. I came across holyspinclub.com while browsing gaming platforms, and its review got me thinking about how much the overall experience depends on organizing lots of different content clearly. It breaks down the game selection, promotions and payment information into separate sections, making a fairly broad platform easier to navigate. Your project is obviously more complex on the development side, but that same focus on clear structure could help as you add more teams and features. The real test will be whether updates remain easy to integrate without disrupting what already works.
What stands out to me is how much this could lower the barrier for people who have creative ideas but no real experience with level design. I’d love to experiment with building my own locations without having to learn a complicated editor first. The biggest thing for me would be seeing how much freedom modders have to make their environments feel unique rather than generated from the same patterns.

Last edited by Jackob28; 2 hours ago.