<strong>[ -> Editorial]</strong>
<b>JE Sawyer</b> has posted a pretty long <a href="http://forums.obsidianent.com/index.php ... =">post</a> on the <a href="http://forums.obsidianent.com/">Obsidian forums</a> about mod making.
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<br><blockquote>It’s not common for projects to be successful in spite of mismanagement. You can certainly develop a game or mod without tight management, but you might as well wish, click your heels together, and hope that things will come together. Management takes time and is neither fun nor glamorous, but it is of vital importance to the success of a team endeavor. I’d like to suggest a process and some general tips on how to organize a mod project. These suggestions aren’t necessarily the best in the world. You may even think they are bad ideas, but they seem to work from my perspective. These suggestions assume that you, the initiator of the mod-making process, are the team leader/producer/god emperor. Don’t get too caught up on titles; only ego-tripping retards really give a damn anyway. If you’re the one coordinating things and getting the ball rolling, this post’s for you.</blockquote>
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<br>Interesting.
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<br>Spotted at: <A HREF="http://www.rpgcodex.com/">RPG Codex</A>
Josh Sawyer's guide to mod making
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one process.
A few months ago I decided to do a FOT mod a campaign . Since there is a steep learning curve associated with that task. I approached the process in this way. I learn how to do something that is needed and then complete all the work in that area ( at least all the work that i can envision at the time). As I work I document everything in that area in a text file. when thats done I start on something else.
At this point I have ten functional mission maps, a custom world map, fifty or so generic buildings that I saved as clips. Now I am working on custom weapon sprites and entities and things like like a magnetohydrodynamic coil and its associated entity that will be needed to repair something vital to the campaign. when that is done I will move into the speech area.
I am not focusing on the end I am only concerned with the task in front of me and studying the great tutorials made by the senior members of DAC and NMA to get ready for the next. At some point I will be done with the components and then face the daunting task of integrating the whole mess into a playable campaign that features a few new things.
If I were too look at what i need to do in total compared to what I have done I would probably quit.
caio
At this point I have ten functional mission maps, a custom world map, fifty or so generic buildings that I saved as clips. Now I am working on custom weapon sprites and entities and things like like a magnetohydrodynamic coil and its associated entity that will be needed to repair something vital to the campaign. when that is done I will move into the speech area.
I am not focusing on the end I am only concerned with the task in front of me and studying the great tutorials made by the senior members of DAC and NMA to get ready for the next. At some point I will be done with the components and then face the daunting task of integrating the whole mess into a playable campaign that features a few new things.
If I were too look at what i need to do in total compared to what I have done I would probably quit.
caio