Ron wrote:We should have more of a plan to begin with. Right now our beginnings always make the same mistake: mistaking having a lot of ideas with creativity
Well, ideas are sort of creativity...we just not filter well that much possible features with mod's core vision. Especially having such capable coder it's a seduction for any (?) modder....and a coder who is full with ideas at most times and get "burned" without such, or with too boring set of features....
The main feature of our main mod was - LinuxWolf's idea. And now we can't see the mod without it...at all.
Let's not be overly harsh with ourselves, I do think we're creative modders and we do show alot of creativity in our modding process, that's why our modding is so addicting to me
Ideas are added, but they don't really come from the core of the mod. ..... I'm surprised our mods turn out well, but they could be better.
Well, in other internal thread I did mention (as a reasoning to add certain later dismissed feature) that our next mod is...1-time mod (in many more ways than one actually), I don't think we'll make such mods in the future....not that it's a bad mod in any way....but it's a good thing it's a 1-time effort. It's good it's there, and it's good there won't be another one like it. Not only scale-wise, but planning-wise as well.
Well...LinuxWolf has certain effect on our team and the coding scale/quality of the mod. For the first time I felt I was modding with only my imagination to limit me, with no coding limitations whatsoever, Linuxwolf kindly granted us any wish (even before we had time to rethink it
) and moreso added many cool stuff of his own. This was so tempting for me as a modder not to get use of (and also to keep LinuxWolf around busy coding cool stuff)...like I've written to WLHack in a PM - this mod is "DoomJedi on a stick". This is me just going crazy with my wet...wolf3d dreams...it's a one-time modding joygasm.
But we gotta be fair to this project - with all it's mistakes and weaknesses - not only it's development was far better that development of "Eisenfaust" (well, that was not a hard challenge to be compared with, heh
) - I think we did show alot of creativity in it. And for a 1-time effort it was worth it. To "settle down" as grownup modder and make more...like I call them "boutique mods" - I had first to go crazy/exploding with "all you can code in"/"all you can eat" ideas and dreams of a "young modder DoomJedi"....just like doing crazy sex before you settle down for a partner....that was just crazy modding sex
Moreso - that was a very good learning curve and conclusions....this was an important step in our overall evolution is a modding team, and our next mods not only will much benefit from it - but that already do now, they are already more and better planned and things are not a feature-festival anymore, but a much more "boutique" mods with core vision and features corresponding to such (which make it actually not much less advanced than "feature-festival" mods, but in a more natural and delicate/shy way), more of a form of modding art and not just hobby. B:NML is one example.
But not also that - such 1-time effort was also to build an ultimate engine for "Team RayCast" to be used in all future mods...and it's not less important...it's 1-time big effort, but once it's done - it saves so much effort and time later, and you're still free to add mod-specific (core corresponding) features to it....but we gotta finish the times when each our new mod we reinvent new engine from scratch....scrapping "Eisenfaust" engine for example....
And music as well, as it might be inconsistent with one another.
...not if we reuse the same music for more than one level....