Doctor Who MOD Ideas, thoughts and opinions

Doctor Who MOD Ideas, thoughts and opinions

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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ErIpMaV
Posts: 24
Joined: 24 Aug 2008, 19:35

Doctor Who MOD Ideas, thoughts and opinions

Post by ErIpMaV »

I was asked to move my original thread http://spring.clan-sy.com/phpbb/viewtop ... &sk=t&sd=a
To here. Please read the original thread then post thoughts and opinions etc thanks :mrgreen:
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Doctor Who MOD Ideas, thoughts and opinions

Post by KDR_11k »

What, you're trying to be an idea man but you don't even have more than a very vague idea?

The problem is that everyone has ideas, especially the people in a position to implement them. Noone needs ideas like "it would be cool to make a mod about X" because they probably thought about that themselves already. An idea is only useful if it is specific, e.g. "I want to make a mod about X where you do Y, Z and A using B, C and D with the followibng mechanics involved:". Your idea shouldn't just cover the sides and time period it's in but also the specific units, the resource system, the various gameplay mechanics, etc. The theme is the least important part of a mod, you can practically slap one on later. Whether you call your tanks M1A2, T80 or Daleks doesn't make one bit of a difference, what matters is how they are built, how they move, how they attack, etc.
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ErIpMaV
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Re: Doctor Who MOD Ideas, thoughts and opinions

Post by ErIpMaV »

KDR_11k wrote:What, you're trying to be an idea man but you don't even have more than a very vague idea?

The problem is that everyone has ideas, especially the people in a position to implement them. Noone needs ideas like "it would be cool to make a mod about X" because they probably thought about that themselves already. An idea is only useful if it is specific, e.g. "I want to make a mod about X where you do Y, Z and A using B, C and D with the followibng mechanics involved:". Your idea shouldn't just cover the sides and time period it's in but also the specific units, the resource system, the various gameplay mechanics, etc. The theme is the least important part of a mod, you can practically slap one on later. Whether you call your tanks M1A2, T80 or Daleks doesn't make one bit of a difference, what matters is how they are built, how they move, how they attack, etc.

Well thanks for that. I have tried to make a mod before and it failed at the design stage, so this time I want to go about it differently. I want a broad selection of ideas from alot of people. This way you can pick and choose the best ones. I don't know if that makes sense or not.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Doctor Who MOD Ideas, thoughts and opinions

Post by Argh »

1. Ideas matter less than being willing to put the work in. Talk less, show more. You said you were a modeler- well, newbie or not, start modeling.

It's not just about desire, basically. You seem like you really want to do this- the key is whether you're willing to sit down and do stuff.

2. If you don't know how to do stuff, learn. If you're stuck, ask questions. There are users of 3D Studio Max around here.

3. Getting content done- the 3D objects, their skins, sound and other work of that nature... is usually 75-90% of the time investment in a serious project, and depending on how far people want to push that, it can take months to years to get done (yup, years- don't even ask how long Imperial Winter has been in production).

Programming is usually the faster side, once you know what you're doing. Of course, if you don't know anything about programming, then you're in for a rough ride, but them's the breaks- games don't make themselves, and at their heart, they always involve some computer science skills.

4. If you make a game where one side is Cybermen who spawn from... er... whatever is appropriate (please forgive me, but I don't know Dr. Who other than a few very-late-night excursions into Deep Television when I was a kid) and one side is Daleks, and they fight and make the appropriate noises and look good, that's a good solid start, and involves very little programming knowledge, other than learning the basics with BOS, our animation language.

Doing that- a very simplistic "game"... would teach you the basics of how to proceed, in all areas except for learning Lua. Lua's very powerful, at this point, but it's also something that can wait, until you've figured out the basics. So relax, get some content done, and in a month or so, come talk to us about animation.
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Columbus
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Joined: 12 Jun 2006, 09:34

Re: Doctor Who MOD Ideas, thoughts and opinions

Post by Columbus »

word, it takes me a day just to do a textured model of a bug without scripting n' stuff.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Doctor Who MOD Ideas, thoughts and opinions

Post by KDR_11k »

Proper pro-level textures take weeks, with normalmaps and such you can even approach months.
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pharoph
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Joined: 16 Jan 2008, 02:04

Re: Doctor Who MOD Ideas, thoughts and opinions

Post by pharoph »

EXTERMINATE!
EXTERMINATE!



i just wanted to say it sry....
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