Lλmbda Dysfunction - Intro, and Coder needed.

  • Thread starter Thread starter spittles
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spittles

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So far our team consists of two.

Keifer Furzland (me)
-Coordinator
-Public Relations
-Webmaster
-Map Designer
-Story/Script Writer

Cody Brigan
-Conceptual Artist
-Mapper
-Story/Script


As you can see, we need a coder.


Anyway, the info.. I'll give you guys the vague idea.

Infection

Time Period: Sometime before Gordon's City 17 adventure.
Time Span: From an un-specified time before the infestation of Ravenholm, to the time when Gordon Freeman shows up.

You play as Father Grigori, in the mining town of Ravenholm. You have to try and defend against the zombie infestation...

It dosen't work. You are the only survivor...



Features-

-Completely re-built Ravenholm.
-Father Grigori's specilized weapons, plus all new ones.
-Defend the town before, and after.


C and C?

We need a good programmer and a good modeler.
 
I don't think a modeller is what you need - you can get through with the excellent stock models. If you really want to redesign Ravenholm then you might need a texturer of sorts to clean up those walls. But I wouldn't immediately ask for a good coder, because it rules out half of your applicants.
Most people who want to be in a mod team are new people who need to learn their chosen subject (e.g. Coding). These people obviously have experience, but maybe not a lot of confidence to proclaim they are Good at what they do.
So if I were you I would accept people who don't know how, but are willing to learn. These are great people who will stay with your mod throughout and get better so they can move onto other mods when they're finished.

I like the idea, so don't let it die by you being too selfish to deny newer members the chance to become great.

-Dekstar
 
Ok, Thanks.. I'm pretty new to modding, but I've been involved with game design for about 3 years.

Hmm.. Could you give me any more tips on the general process?
 
spittles said:
Ok, Thanks.. I'm pretty new to modding, but I've been involved with game design for about 3 years.

Hmm.. Could you give me any more tips on the general process?
Well having public relations is good, but you also need a website so people can visit and post comments and applications. It's better if applicants can post somewhere like a forum, because it's much more formal and they can be sure you'll get their post.

Another good way to get your coder Is to sign up to the mod database (www.moddb.com). It's a nice hangabout for many excellent coders and you can easily find someone willing to join with a nice mod prospect. That's also how you get fans, because everyday people are rooting around for a mod that's about one thing or another (and I'm sure people would love to play as Father Grigori, since his weapon is so cool).

I think that's it :). Maybe hanging around other mods which catch your fancy is a good idea, as you can see how much time and effort is put into making a mod.

-Dekstar
 
I suggest visiting many programming forums and communities and pitch your idea there. Usually there will be someone willing to lend a hand, provided everything is in place (the mod). Also post on all the forums across the HL2 community. I wouldn't suggest PlanetHalflife as their forum members often bring modders down and tell them negatives and nothing constructive.
 
Cobra-Unit said:
I suggest visiting many programming forums and communities and pitch your idea there. Usually there will be someone willing to lend a hand, provided everything is in place (the mod). Also post on all the forums across the HL2 community. I wouldn't suggest PlanetHalflife as their forum members often bring modders down and tell them negatives and nothing constructive.
Very true, but sometimes it's good to visit such places (as long as they aren't all dedicated to flaming every single mod) because you can often get motivation.
 
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