First Release Of A Mod

First release of a mod should be first or second example?

  • First - Early but less advanced

    Votes: 3 20.0%
  • Second - Later but fully featured

    Votes: 12 80.0%

  • Total voters
    15

sonofagun

Newbie
Joined
Oct 20, 2003
Messages
77
Reaction score
0
We have a problem in the dev team forum's for National Crisis and as usual I've come here, to the community, for help :D!

We are debating the first release of the modification to the public. And we are slit between two ideas:

1) First release contains basic changes such as a couple of new maps, weapons, and basic game changes in place. This way the mod will be released earlier, and hopefully before competitors in order to gain a fan base from the beginning. Although it will not be as advanced, it will feature the basic ideas and theme of the game.

2) First release will be a fully featured one with new weather, enhanced Phsyics system, all the weapons (not just some as in prior option), new classes and will look and feel a lot more like we want the game to. However this takes a lot longer and so other mods may release they're early versions and draw the fans interest. But when the mod is released it will be much bigger and better!

I hope you understand the problem simplifiedis

1) 1 release an earlier less advanced mod
or
2) Wait till it is fully done and release later on

Thanks all :D
 
Can I change your name from sonofagun to jumpingthegun?

But really.. why are you even worrying about releasing a mod.. Without breaking the law there's no way you could even be a third of the way completed yet. The first mod released is going to be under real suspicion for using the stolen files in its creation, and those involved can probably kiss goodbye to any future help from from Valve.

If your worrying about getting it out first to get more fans, your wrong. That wont make a difference, if you release crap the users will know and just go somewhere else. Wait and release something good, if the fans like it they'll stay with you.

They Hunger was one of the later mods to arrive, its also one of the more popular ones even now when the others have all had their day and got boring. CS springs to mind.

My mod wont be done for atleast a couple of years. Clearly I'm not concerned with getting it out before everyone else :)

Really though, I'd not worry about releasing your mod until you have actually done it, so many are going to fail, yours may or may not be one of them.
 
Yeah good question. Difficult to say, personally I really like it when mods release early even if it is buggy, I like seeing it evolve. On the other hand we at LGW at the moment are aiming for a fairly complete and stable initial release. Because of our system of nation packs, which will be released at regular intervals after the first release which will contain new nations, upgrades, and bug fixes.
 
Personally, I would go something like .1 (public test, functionality version), .2 (public test, 99% functionality working for 1.0), .3 (bugfix, final functionality test), .4 and up (internal, adding all graphics for 1.0), .9 (near final test release for specific testers), 1.0 (the public mod).

Depends on how one design the mod from the start. I like to get my codings straight, then add the graphics. Some people might do the opposite, in which case the above is pointless. The point with it is that one can get some very important feedback on the functionality before actually making it a full release. Those wanting to test this dont care about how good it works, and some will hopefully come with good suggestions.

But I dont know. I've always ended up with fuxed releases. In Wartorn, my Savage mod, every release has had a showstopper bug (except the last, hopefully ;)). For EoD it was total chaos as old material got included even though I had given the teamleader updated stuff (you dont want to know how fuxed up my Huey helo was). And in Invasion 1944 when I was a scripter, we never even got to a release before everything fell apart :p

Maybe its best to NOT listen to any of my advices :o
 
Fenric - In order to have efficient production, kowing what you first release will be is vital. I can't tell my modellers to model weapons which we may decide won't be in v1.0 for example. Equally there's no point my mappers taking into account vechiles if we decide not to include them. For design purposes it is vital to have an idea of what is going in your first release of a mod
 
sonofagun said:
Fenric - In order to have efficient production, kowing what you first release will be is vital. I can't tell my modellers to model weapons which we may decide won't be in v1.0 for example. Equally there's no point my mappers taking into account vechiles if we decide not to include them. For design purposes it is vital to have an idea of what is going in your first release of a mod
Hey, you asked for advice, if your not gonna take it from someone who works in the industry and has done for a long time then by all means do it your way but don't waste people's time asking for help if you've no intention of listening to them. Why should we help you if you wont help yourself. :(

good luck to your mod though, all the best, you will need it.

-

In reply to your reply though. Knowing what your models will be doing is entirely different to how you plan on releasing it ie: using your example, unfinished and buggy vs finished and completed. I don't have high hopes for your mods success if you don't even know what your crew should and shouldn't be doing. As I say, that has nothing to do with how you release it. Your original question was basically should you rush out a half baked version to get noticed first or alternativly do it properly.

But, good luck......
 
Well, for CWMP, I'm planning a through internal alpha of just the tema members, until we have a stable build. Then once we start needing to test thing, WE'll have a 40-60 member private beta team that will beta test the game for us. Once we have a stable build, major bug free, and one that includes all the unique features that we want, we'll release a public beta test. THat will lead up to a 1.0 public release.
 
Fenric1138 said:
Hey, you asked for advice, if your not gonna take it from someone who works in the industry and has done for a long time then by all means do it your way but don't waste people's time asking for help if you've no intention of listening to them. Why should we help you if you wont help yourself. :(

good luck to your mod though, all the best, you will need it.

-

In reply to your reply though. Knowing what your models will be doing is entirely different to how you plan on releasing it ie: using your example, unfinished and buggy vs finished and completed. I don't have high hopes for your mods success if you don't even know what your crew should and shouldn't be doing. As I say, that has nothing to do with how you release it. Your original question was basically should you rush out a half baked version to get noticed first or alternativly do it properly.

But, good luck......

I think my post has been misconcieved mate. Im not doubting your knowledge - I know you are one of the pillars of this community and looking at your other posts it is evident that you know your stuff. I didn't mean that post to sound so dimissive, I apologise for the bad wording of it. What I was trying to say was that I am currently writing the game design document for version one - which is why I am seeking some advice as to which aspects of our complete design document should be included in the first version. Once the document has been written for v1.0 I will know what to ask my team to start work on. That's all I was trying to say.

Once again I apologize for what has been concieved as a dismissive, arrogant post - it was completetly not intended to be as such. Just trying to explain why I am asking this question to put it in a little more context

As for the other comments:

Once agin I think my wording in my posts has been poor! I am not saying it would be buggy or unfinished it just wouldn't have as many maps, weapons, effects, advanced actions etc. For example no vechiles would be in the first release - it would certainly not be buggy but would just have less work involved! I ope it is clearer now.

Thanks all for the responses they are all very helpful!
 
sonofagun said:
I think my post has been misconcieved mate. Im not doubting your knowledge - I know you are one of the pillars of this community and looking at your other posts it is evident that you know your stuff. I didn't mean that post to sound so dimissive, I apologise for the bad wording of it. What I was trying to say was that I am currently writing the game design document for version one - which is why I am seeking some advice as to which aspects of our complete design document should be included in the first version. Once the document has been written for v1.0 I will know what to ask my team to start work on. That's all I was trying to say.

Once again I apologize for what has been concieved as a dismissive, arrogant post - it was completetly not intended to be as such. Just trying to explain why I am asking this question to put it in a little more context

As for the other comments:

Once agin I think my wording in my posts has been poor! I am not saying it would be buggy or unfinished it just wouldn't have as many maps, weapons, effects, advanced actions etc. For example no vechiles would be in the first release - it would certainly not be buggy but would just have less work involved! I ope it is clearer now.

Thanks all for the responses they are all very helpful!
okie no worries mate :) no harm done, I just don't like seeing mods fail, so I get a bit passionate about them, which I admit might come across as a bit arrogant also. So I apologies for that :)
 
I will work with my 5-8 people team until we can get the whole thing done... no point in releasing a half done SP mod :)

Its a big project for such a small team but i like everyone to be envolved and not having 30 kids running around. Everyone know their thing and im very happy to work with them.

Bah... its late... first day at school tomorrow... so i dont care about spelling or gramma... take it or leave it :)
 
Thanks very much guys, as usual the community response has been overwhelming! I appreciate the comments!
 
Ready for an almost obvious but very under-looked answer? How about: in the middle. Of course you need the basics down for your first release, of course you want more than four maps and more models. Case Study: RtCW: Enemy Territory has only six maps and skins/weapons taken from the original game. Did that stop it from being successful?
But how much does it REALLY take to establish what you want in a first release: reputation and fan base. The answer comes more from what precedes your release: marketing and community outreach.
I haven't studied your mod too much, so I don't know the exact intricacies, but I believe there's this one special "thing" that you think will make your mod stand out. You need, that "thing". Case Study: Would people have been as excited for 'Natural Selection' if it didn't have the evolution in the first release? Or if it hadn't had its big community outreach (intl. fansites before release is quite something). Do you need three "things", or even two to blow people away on opening day? No, just one. :)

Good Luck!
 
You should make a list of the primary features and realistic goals to accomplish for your first release. Then make a list of what you want for the future.

If your concern is to get the mod out, then plan the ones that will take a while to be in future releases.
 
Pendragon said:
ET is a freeware game made by professionals and released for free when the other portion of it didn't live up to expectations, not a mod. Besides, each of those maps was tightly designed, balanced and tested. They only released 6 partially because they were paying for what was going to become freeware.
I only considered it a mod because it was the original intent, based off the engine, and it's free.
I agree the maps were good, that was not the point, it was the number of maps.
 
True. I'd test it initially with friends at an internet cafe or your own server. It's a fine line: if you do release it later with more features, you'd better make sure they are all sorted out, or you'll have a mod with many features, all badly done.
 
Back
Top