Wow, great info, thank you! I especially love the details about how to set up the mod folder structure and path name overrides for things like textures. I should be able to set something like that up and running. I'm also hoping to support a UI in-game to load mods.
Luckily I've got a pretty good solution for the scripting language already. All content is loaded and triggered via Ink Script by Inkle:
You can actually test and play through ink scripts without the game client at all. For instance, we test scripts out and get feedback here:
All the "/command"s are there to trigger stuff on the game side. I'm hoping to find a way to load and compile raw scripts straight from the shared assets folder while the game is running so it can be updated and testing in realtime.
As for larger 'combined' assets like scenes and characters, I'm hoping to eventually get to the point where I can have some mod tools that will let people create their own using a free copy of Unity. Definitely a longer-term goal, though. Eventually, I'd love all content including the main game to run exclusively from the moddable Shared Assets folder.
Thanks for the reply!!