The Dark Elf
Newbie
- Joined
- Oct 5, 2003
- Messages
- 16,077
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Some tips on starting your mod
If it is your idea you need to know exactly what you want or you won't be able to express what you want from your recruits. A bunch of people with different styles working on something that is left up to interpretation will not produce a cohesive atmosphere. Productivity will suffer because they will be more likely to do something that isn't the way you want it and will be forced to waste time starting over. You don't need a web site if you already have a good way to recruit people, communicate with team members, and keep everyone posted on updates/changes. I would recommend that you have a web site for your mod because it makes it look more professional, but it is not a requirement.
1. Have a very clear idea (making a detailed design document helps a great deal) of what you want the mod to be (preferrably something that you think will be fun).
2. Find a good concept artist (if you can't draw) or two to make drawings of all aspects of the mod (work closely with him/her during this process) before you start on the actual development. This will allow you to create an overall style that is consistant throughout the mod (which will help later on).
3. Once you have the style you want, find people that can map/model/skin that style very well. Don't just take "anything [you] can get". You need people that do specifically what you want.
4. Try to keep the team close (not necessarily geographically close) and communicating frequently.
5. Make realistic deadlines but use them more as guidelines. Don't say stuff like "I need a finished map in a week or you're fired". People have lives. There will be problems that get in the way of their work.
6. If the team starts to get bored tried to make an alpha (or something) to show them what has been accomplished, where the mod is going, what still needs to be done, and that the idea is fun.
That brings me to another important point. If you think the mod might be fun to you but you're not confident that other people will like it or you just plain hate the idea... you have two choices (other than just giving up on modding completely): Finish the mod for experience and hope that other people have similar tastes... or scrap it and start on something you think will be fun for everyone. Though, before making a decision like that it is best to consult the entire team to see what they think about it. You might be the only one having doubts.
Originally posted by OCybrManO
If it is your idea you need to know exactly what you want or you won't be able to express what you want from your recruits. A bunch of people with different styles working on something that is left up to interpretation will not produce a cohesive atmosphere. Productivity will suffer because they will be more likely to do something that isn't the way you want it and will be forced to waste time starting over. You don't need a web site if you already have a good way to recruit people, communicate with team members, and keep everyone posted on updates/changes. I would recommend that you have a web site for your mod because it makes it look more professional, but it is not a requirement.
1. Have a very clear idea (making a detailed design document helps a great deal) of what you want the mod to be (preferrably something that you think will be fun).
2. Find a good concept artist (if you can't draw) or two to make drawings of all aspects of the mod (work closely with him/her during this process) before you start on the actual development. This will allow you to create an overall style that is consistant throughout the mod (which will help later on).
3. Once you have the style you want, find people that can map/model/skin that style very well. Don't just take "anything [you] can get". You need people that do specifically what you want.
4. Try to keep the team close (not necessarily geographically close) and communicating frequently.
5. Make realistic deadlines but use them more as guidelines. Don't say stuff like "I need a finished map in a week or you're fired". People have lives. There will be problems that get in the way of their work.
6. If the team starts to get bored tried to make an alpha (or something) to show them what has been accomplished, where the mod is going, what still needs to be done, and that the idea is fun.
That brings me to another important point. If you think the mod might be fun to you but you're not confident that other people will like it or you just plain hate the idea... you have two choices (other than just giving up on modding completely): Finish the mod for experience and hope that other people have similar tastes... or scrap it and start on something you think will be fun for everyone. Though, before making a decision like that it is best to consult the entire team to see what they think about it. You might be the only one having doubts.