Strategic Mod Guidelines

TechnoHippyChic

The Freeman
Joined
Jul 23, 2003
Messages
1,764
Reaction score
103
This is meant to be a sort of high-level conceptualization of the mod process. Feel free to criticize. I'll be the first to admit I have practically zero mod experience, but this sort of came to me in a dream (ok, I was high)...

A mod idea usually begins with a “visionary” or “entrepreneurial” type. This person may or may not have additional talent to lend to the team, i.e. mapping or skinning, but what a mod really needs at its inception is very good concept artists. If the creator can fulfill this role, great, otherwise, it should be his first priority at the beginning to find one (or more).

If the creator only has a generalized idea of the complete storyline, he should also try to bring to the team a writer. Only one, at the beginning, at least. But at the very start either creator or writer should not focus on the overall story, but one “set piece”. Redefine your idea of the set piece away from the finalized ideal, but as a series of milestones coming together.

The concept artist’s first task will be to create drawings of the environments. Run through several iterations of the writer’s idea of the space, whether it be a series of long corridors, a control room, or outdoors. Create the infrastructure first, and add detail on subsequent passes.

Once the piece’s environments are finalized, the mappers can go to work. They should also start with a “grey” or “orange” environment and go through multiple versions, adding detail.

Concept artists should then begin on models. Various “situations” should be depicted, and multiple angles of view shown. All passed through the idea guys.

Then modelers, then skinners.

When everything looks good and you have a “high level sandbox”, then bring in the coders and animators. Communication with “writer types” should be ongoing during this phase.

All this must be repeated for all components of the story once a successful set piece is realized.

Polish. Polish again, ad necessitous.

Test. A lot.

P.R. is up to you.

Limited beta.

Release!
 
I'd rearrange that to put Coder as one of the first things you want on a team. Without a coder, all you have are pretty models. You want a coder before you start anything artistic - you need to be able to check whether the gameplay you have planned is actually fun.

-Angry Lawyer
 
I see your point. But of course they're probably in the shortest supply...
 
Which is why peoople should start learning to code, or find a coder before you start. Because without one, a mod will float like a lead balloon.

-Angry Lawyer
 
It would be better, but if a group didn't have access to a coder, I would think it would be easier to attract one if they had something put together to show that they're serious.
 
I'm going for a coder once we begin the Production phase of development (once the Pre-Production elements of story and concept art are complete). Then I'll be recruiting 2D and 3D Artists and once enough of them have something to work on, move on to the Coders. I do aim to be talking to Coders all the while, though, as it's important to have a basic knowledge of what is possible, what's difficult and what's easy to implement.

PR imo is something that shouold be running throughout the Mod's development. It's good PR that gets you the best members for your team.
 
-Crispy- said:
PR imo is something that shouold be running throughout the Mod's development. It's good PR that gets you the best members for your team.

I agree, but I was sort of going long, so I just sort of tacked it on at the end. Also completely left out lighting and sound...

I went by your site, cool idea. One little nitpicky thing I can point out is in the Single Player : An Introduction, the sentence "This matter served as a bitter reminder you of why you don’t dabble in politics." should be either to you, or I would suggest dropping the you altogether, to make it "This matter served as a bitter reminder of why you don’t dabble in politics."
 
-Crispy- said:
I'm going for a coder once we begin the Production phase of development (once the Pre-Production elements of story and concept art are complete). Then I'll be recruiting 2D and 3D Artists and once enough of them have something to work on, move on to the Coders. I do aim to be talking to Coders all the while, though, as it's important to have a basic knowledge of what is possible, what's difficult and what's easy to implement.

PR imo is something that shouold be running throughout the Mod's development. It's good PR that gets you the best members for your team.

Problem is, not all coders have the exact same amount of skill, what may be possible and easy to implement for one may be impossible for another, you may be in contact with a coder now, who either doesn't want to work on your mod, or is much more skilled than your potential coder.

Ideally the coder would be the one with the "vision", so his vision can be adapted around the code.
 
-Crispy- said:
PR imo is something that shouold be running throughout the Mod's development. It's good PR that gets you the best members for your team.

If you've got some solid work done, the talented will come to you.
 
SixThree said:
If you've got some solid work done, the talented will come to you.
Who's gonna get the solid work done, though? Precisely.

@THC (lol, nice abbreviation; intentional?): A typo. I'll correct it right now.

The great thing is that that's just one scene in the story, and all it really gives away is the setting, or the setting's facade, and an introduction to a main character. What underlies this setting and the reason for the character being there is are the best parts. Then there are three/four other main characters, all with backgrounds and their own motivations. And an unknown element.

---

At first I was really PO'd to think that I was abroad for months on end with limited internet access and no free use of a computer I could call my own. Now I'm thoroughly satisfied that, having only been able to work on the story and concept of this idea, the result definitely justifies this 'inconvenience'. It pays to work on your concept, particularly if the game will take place over a period of time and is not just a freezeframe such as most online teamplay Mods. Even if this isn't the case a story will help you visualise your game universe and indubitably aid with its conceputalisation.
 
-Crispy- said:
Who's gonna get the solid work done, though? Precisely.

The mod leader? People who can't put solid work in to the actual development themselves shouldn't be allowed to lead.

-Angry Lawyer
 
Angry Lawyer said:
The mod leader? People who can't put solid work in to the actual development themselves shouldn't be allowed to lead.

-Angry Lawyer
Mate, I was talking about having something to show for the Mod content. A lot of the time you start with an idea and can only go into so much detail before you get together with a coder to see whether what you have is insanely complex or not.

Often a lot of people (perhaps not so much Coders or Writers) find visual examples easier to deal with. They can get more of a sense for a Mod's direction with a little visual input. Why else would there be a whole stage of Mod development dedicated to such a thing? Why is is that every time a modeller says "I can model" everyone asks to see examples of his work? Why is the phrase "to see it with one's own eyes" synonymous with the concept of believing?

There's only so far you can go in words without boring people, especially in this day and age. A picture speaks a thousand words.

P.S. I don't disagree with what you said at all, I just feel that I wasn't clear enough in saying what I was quoted on.
 
Sorry to jump down your throat like that. But, I'm a little agitated at the number of mod teams that seem to think that Coding should be an after-thought.
People are also really lazy when it comes to coding. They're just not willing to learn - everyone seems to expect someone else to code for them. That sort of thinking is why so many mods have collapsed. Coding isn't hard.

-Crispy- said:
There's only so far you can go in words without boring people, especially in this day and age. A picture speaks a thousand words.

A compiled and vaguely-playable DLL speaks a thousand pictures :P

-Angry Lawyer
 
Depends on what kind of mod you're making really.
 
Angry Lawyer said:
Sorry to jump down your throat like that. But, I'm a little agitated at the number of mod teams that seem to think that Coding should be an after-thought.
People are also really lazy when it comes to coding. They're just not willing to learn - everyone seems to expect someone else to code for them. That sort of thinking is why so many mods have collapsed. Coding isn't hard.



A compiled and vaguely-playable DLL speaks a thousand pictures :P

-Angry Lawyer
Lol, I think I just got pwned there!
 
Back
Top