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playable advent mod: details, feedback


davidlallen

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Thanks for all these ideas on vipers! If anybody wants to join the team and help implementing some, that would be great. Usually design ideas are easy to come by. Implementation is harder, and some great ideas turn out to be unimplementable. Then we have been lucky to have some good playtesters also.

 

You can download the full, current modbuddy zip from here:

 

http://jendaveallen.com/Temp/PlayableAdvent0326devel.zip

 

This is how the berserker was implemented. It's fun, and you can become famous. My youtube video has 137 views!

Tempting, but I really don't have time time (or even a functional computer, for several months thanks to the British "Royal Mail"). I've already got a Unity game project going on and an old Don't Starve mod in dire need of updates.

 

 

 

Usually design ideas are easy to come by. Implementation is harder,

First of, I would say that writing down design is relatively quick, implementation tends to take a damn long time. There is nothing easy about either good design or good implementation. Don't be in so too hurry to get the mod done. Even the advice from people here without any experience in modding/games/design is valuable, because even should the advice be 'way out there', it tells you what (at least part of) your target audience is thinking. F.ex. classes/aliens they are excited for, and so on.

 

Sharing your thoughts, reasons for doing 'X', 'Y' but being cautious about 'Z' and responding to feedback will not only make your community feel involved, but it will improve the mod, guaranteed.

 

Besides, the title of the thread is feedback. :smile:

 

 

 

It's fun, and you can become famous. My youtube video has 137 views!

+ the Nexus mod has 3000 downloads.

 

Though while I'm sure you said it in jest, fame, is really not a good reason to be making mods. Even mods that land on the frontpage won't get anyone real fame. What it may get you is something cool to put in your CV for your next project or if you try to apply for a full time job in game development. A lot of game developers I know started of as successful modders. Modding background shows that you can work on a team to deliver a product, and not just that you have '1337-code/art skillz'. Plus modding is a lot of fun. IMO. :laugh:

Edited by DangerM
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Even the advice from people here without any experience in modding/games/design is valuable

 

I completely agree. In the past 2 pages of posts on this thread, there are about 50 new abilities proposed, some of which contradict each other, some of which may be very hard to implement. My only comment is that the amount of design recently exceeds the amount of implementation recently, so any implementation help would be appreciated.

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Even the advice from people here without any experience in modding/games/design is valuable

 

I completely agree. In the past 2 pages of posts on this thread, there are about 50 new abilities proposed, some of which contradict each other, some of which may be very hard to implement. My only comment is that the amount of design recently exceeds the amount of implementation recently, so any implementation help would be appreciated.

 

Good to hear. :)

 

I'm not sure I follow what I mean with "the amount of design recently exceeds the amount of implementation" though. Do you mean that you're worried about over-scoping the project? In that case I would suggest dialing it back and focusing primarily on the things fans and you yourself find are the most interesting. Quality vs Quantity and all that.

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Personally, I'm not too interested in adding to the viper or other classes, sounds like you guys have it covered pretty well so far, but I'm still dying for Andromedons and Gatekeepers, so much so that I'm basically cloning your work on the other classes to make them. Would you guys be interested in that, or should I hold off on polishing until you're comfortable with where the other units are?

Edited by koopakidshyguy
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If you have something working, please send it to me. Assuming you have built it on the latest copy of the mod (see post #300) it will be easy for me to integrate. We can think of two "release levels" within the same mod: the mec/viper which are mostly done, and the others, which mostly aren't. With the ini file, we can easily disable the ones which aren't done, but players who are interested can enable them.

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If you have something working, please send it to me. Assuming you have built it on the latest copy of the mod (see post #300) it will be easy for me to integrate. We can think of two "release levels" within the same mod: the mec/viper which are mostly done, and the others, which mostly aren't. With the ini file, we can easily disable the ones which aren't done, but players who are interested can enable them.

Sounds good, I should have at least an Andromedon done by the end of the weekend.

Edited by koopakidshyguy
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If you have something working, please send it to me. Assuming you have built it on the latest copy of the mod (see post #300) it will be easy for me to integrate. We can think of two "release levels" within the same mod: the mec/viper which are mostly done, and the others, which mostly aren't. With the ini file, we can easily disable the ones which aren't done, but players who are interested can enable them.

Sounds good, I should have at least an Andromedon done by the end of the weekend.

 

I would help too, but I still have to learn the ways. Btw a huge thanks davidlallen for making the thread on XCOM2 modding. <3

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