Crispy
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- Joined
- Dec 19, 2004
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I just found a publically available design document for Project: Hull Breach and decided it could make for a great showcase for anyone starting a Mod.
As it's a publically available document, I didn't ask permission before linking to it. If this becomes a popular thread it might be a good idea to tell them this is where the extra traffic's coming from. In any case PHB deserves good publicity.
For your reference: Project: Hull Breach Design Document
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Note: The topics for discussion at the top give you a good idea of how to go about organising a team meeting. As you can see, bigger points are allocated more discussion time on the agenda whereas topics that have already been gone over and only need a vote to come to a decision are only allocated a few minutes of valuable meeting time.
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- The document is well set out and has obviously been thought over before being presented.
- Firstly, those three 'Philosophical Points' you see are placed at the beginning of the document to show their importance; they are the primary aims of the Mod. All aspects of gameplay and content should be shaped towards these aims. It's a good idea to give yourself a few statements that define your Mod. This will give you a constant source of reference when you need to make a decision on something to do with the Mod, as any decision should have these goals in mind.
- Next you have the beginnings of an FAQ thread. These are some of the questions that people are always going to want answered before they deem your idea worthy of prolonged attention. The topics discussed don't have to be presented in question form, just as long as you have them covered in the Design Doc. By reading on you'll see more info that's been categorised under Teams, Gameplay, etc.
- Notice that every item has a version number. Some items have seen more revision than others. Remember to keep your Design Doc up to date and to notify ALL members of ANY changes as soon as you know about them.
- The general trend to every aspect of the Mod presented in the Design Document is that an attempt has been made to justify it. When you think something would be cool in your Mod, try to pester yourself to think of whether it would work well. Many things are cool, but randomly throwing a bunch of cool motifs from other games together in a Mod won't neccessarily mean you'll end up with a killer game.
- Finally, if anything, this Design Doc should show you just how much planning you should be putting in to your Mod before looking for a team to work on asset generation. If you need help in smoothing out ideas, try asking trusted friends and fellow gamers their opinion.
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Hope you find this useful in getting your Mod off the ground. Any comments on Design Documents can also be posted in this thread for the community to respond to.
As it's a publically available document, I didn't ask permission before linking to it. If this becomes a popular thread it might be a good idea to tell them this is where the extra traffic's coming from. In any case PHB deserves good publicity.
For your reference: Project: Hull Breach Design Document
---
Note: The topics for discussion at the top give you a good idea of how to go about organising a team meeting. As you can see, bigger points are allocated more discussion time on the agenda whereas topics that have already been gone over and only need a vote to come to a decision are only allocated a few minutes of valuable meeting time.
---
- The document is well set out and has obviously been thought over before being presented.
- Firstly, those three 'Philosophical Points' you see are placed at the beginning of the document to show their importance; they are the primary aims of the Mod. All aspects of gameplay and content should be shaped towards these aims. It's a good idea to give yourself a few statements that define your Mod. This will give you a constant source of reference when you need to make a decision on something to do with the Mod, as any decision should have these goals in mind.
- Next you have the beginnings of an FAQ thread. These are some of the questions that people are always going to want answered before they deem your idea worthy of prolonged attention. The topics discussed don't have to be presented in question form, just as long as you have them covered in the Design Doc. By reading on you'll see more info that's been categorised under Teams, Gameplay, etc.
- Notice that every item has a version number. Some items have seen more revision than others. Remember to keep your Design Doc up to date and to notify ALL members of ANY changes as soon as you know about them.
- The general trend to every aspect of the Mod presented in the Design Document is that an attempt has been made to justify it. When you think something would be cool in your Mod, try to pester yourself to think of whether it would work well. Many things are cool, but randomly throwing a bunch of cool motifs from other games together in a Mod won't neccessarily mean you'll end up with a killer game.
- Finally, if anything, this Design Doc should show you just how much planning you should be putting in to your Mod before looking for a team to work on asset generation. If you need help in smoothing out ideas, try asking trusted friends and fellow gamers their opinion.
---
Hope you find this useful in getting your Mod off the ground. Any comments on Design Documents can also be posted in this thread for the community to respond to.