I have experienced mod making to be very hard. I started scripting in ut2003 with the thought of making a little race mod.
So the next thing I thought off was hey I can do this and I started to fool around in some coding.
My idea was to make a race game with little cars, so I made the ut2003 bulldog smaller and hey that worked.
So next thing I needed to do is get team members to help me out. I didn't have a huge plan yet just to make
an race mod with little cars. I had no idea about how the community worked and was confident it would be pretty
easy to find enthousiastic people to help me out. I then registered on a mod website and started to ask around for
people to help me out.
By the time I was getting anywhere ut2004 was already released and hey it had more vehicles which was pretty interesting so
I switched to ut2004 and then finally begon to work harder on the mod.
Once I had a small rc again I started to search for team members and found a bunch of them.
None of them had coding skills though, I soon learned out that coders are a pretty rare species
and it was hard to get one interested in the mod. Then the next problem was their, my team members
werent doing **** most of the time. Arrgh... So basically I just worked on it alone for some more.
Then I found a modeler / mapper who works for a game company. They produce the moorhun games and
such. He is a great workforce and was really seeing the potential in the mod. Now at current time I have almost completed
two gameplay modes but still alot of stuff needs improvement. I just found someone to help me out on the overall game flow, track building and
car physics and we are going to make a plan now to have a real good base to continue building the mod.
I do think people try to help u out and u should take notice of their comments. U can learn alot from experienced people like Angel_Mapper
and Solid Snake (and others offcourse hehe, I'm just mentioning the people who have helped me in any way first)
I can clearly see u do believe in the idea of building the mod u are talking about but maybe it would be good to start on something
already, maybe a small mod for ut2004 to get some experience because it might take a while for ut2007 to come out. By then
most of your already assembled team might be caught up in real life and quit working on mods.
Building a detailed game plan is a great place to start your mod development.
U can check my mod at www.cenens.be/rc/
So the next thing I thought off was hey I can do this and I started to fool around in some coding.
My idea was to make a race game with little cars, so I made the ut2003 bulldog smaller and hey that worked.
So next thing I needed to do is get team members to help me out. I didn't have a huge plan yet just to make
an race mod with little cars. I had no idea about how the community worked and was confident it would be pretty
easy to find enthousiastic people to help me out. I then registered on a mod website and started to ask around for
people to help me out.
By the time I was getting anywhere ut2004 was already released and hey it had more vehicles which was pretty interesting so
I switched to ut2004 and then finally begon to work harder on the mod.
Once I had a small rc again I started to search for team members and found a bunch of them.
None of them had coding skills though, I soon learned out that coders are a pretty rare species
and it was hard to get one interested in the mod. Then the next problem was their, my team members
werent doing **** most of the time. Arrgh... So basically I just worked on it alone for some more.
Then I found a modeler / mapper who works for a game company. They produce the moorhun games and
such. He is a great workforce and was really seeing the potential in the mod. Now at current time I have almost completed
two gameplay modes but still alot of stuff needs improvement. I just found someone to help me out on the overall game flow, track building and
car physics and we are going to make a plan now to have a real good base to continue building the mod.
I do think people try to help u out and u should take notice of their comments. U can learn alot from experienced people like Angel_Mapper
and Solid Snake (and others offcourse hehe, I'm just mentioning the people who have helped me in any way first)
I can clearly see u do believe in the idea of building the mod u are talking about but maybe it would be good to start on something
already, maybe a small mod for ut2004 to get some experience because it might take a while for ut2007 to come out. By then
most of your already assembled team might be caught up in real life and quit working on mods.
Building a detailed game plan is a great place to start your mod development.
U can check my mod at www.cenens.be/rc/