How do you start or propose a mod?

Ghost Freeman

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I know, sounds noobish, but I've had four mod ideas die because I didn't know what I was doing (and I lost interest).
 
My guess they died because you lost interest. That'd be the main reason anyway. You just got to try and stick with it as best you can and see it through. That and I guess the quality of your team helps too.

Create a good design document that you can follow and use as a guide for building the game. Set milestones for yourself and your team to get things done at certain times and that should help to keep things going at a good pace. I don't know if you did those things are not before. If you don't do those things then one can really loose sight of what they are trying to do. It's best to have a guide and set little goals to reach. Hope that makes sence and helps.

Good luck!
 
Hey sup Ghost. Nice to see a fellow U2'r here.

Well to start a mod it takes leadership. Not everyone has this. You also need to give people a reason to be and stay interested in the concept. You also need direction. I think a lot of people have these cool ideas but have no direction. Its like that feeling when you ask yourself, "well, were do I start."

Were I am at is gathering all my ideas and putting them in a design doc. I am anal about specifics. When I explain things like how hitting some one with a sword would result in different injuries and how striking particular places on the body prolong death or quicken it. I go so far that I draw up orthographic views showing exactly were these striking points would be. And when I do character views for models I do Front, Side, Back, Top, close up on hands, close up on feet, close up on head, front and side to these three.

I try and make it so detailed that there realy is no question as to what direction my concept is and hopefully goes.

You also have to make descisions and not be afraid to tell some one on the team that their Idea is a "no go". Somtimes I think people get so excited that they actualy have people on the team that they kinda agree with all the ideas pitched to them. All that comes from this with out the ability shoot down and stay focused, is a a big nasty mix of muddy ideas that have no direction or form.
 
in really simple steps it's

1) Develop your idea and make a design doc
2) Recruit a team
3) Work on mod
4) Release mod

it's more complicated as you go, but the thing you have to remember is to just work hard, keep your team focused, and you'll get something accomplished.
 
Ghost Freeman said:
I know, sounds noobish, but I've had four mod ideas die because I didn't know what I was doing (and I lost interest).

Lots of people get ideas.

Very few ever implement them.
Even fewer finish them.

Don't sweat it, just get over it and move on to the next.
 
Coming from leading a somewhat successful mod (30,000 downloads), the most important thing about mod development is a good concept and most importantly a really good team. If you have a really talented team that works hard and you get along with, then it's hard to mess up. The mods that tend to die are the mods that are just an idea and a website but not much in the way of staff/talent.

If you are to truly consider creating a mod, I would first look around for talented individuals, especially programmers, who not just have time to devote, but are interested in the idea. This is the first step. You're better off having 10 talented people that will help the mod with no website or people that know about your mod than having a website and your mod known but not enough quality/quantity staff to make it happen.

And interest is really important. If you make a mod it has to be something that you WONT lose interest in, because as soon as you start losing interest, all is lost. You start devoting less time to it, and therefore the leadership of the mod becomes ruined, and another mod hits the dust.

That my opinion on the matter :)
 
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