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J.E. Sawyer on Mod Making - briefly|
| (hx) 03:43 PM CEST - Aug,21 2004 | Ex-Black Islander Josh Sawyer made
an interesting and very long post on the Obsidian forums on the art of
mod-making. Here is an excerpt:
Hello. My name is Josh Sawyer. I am a game developer, formerly of Black Isle
Studios, currently working for Midway San Diego. I'm not necessarily an expert
on the game development process, but I have worked with quite a few producers
and had the opportunity to see many different styles of project management and
mismanagement. I see a lot of ambitious people set out to make mods, 90%+ of
which are never completed. I don't think it's because the ideas aren't sound or
because the people involved are a bunch of idiots. I think it's because the
projects are a) poorly planned B) poorly scheduled and c) poorly managed in
general.
It's not common for projects to be successful in spite of mismanagement. You can
certainly develop a game or mod without tight management, but you might as well
wish, click your heels together, and hope that things will come together.
Management takes time and is neither fun nor glamorous, but it is of vital
importance to the success of a team endeavor. I'd like to suggest a process and
some general tips on how to organize a mod project. These suggestions aren't
necessarily the best in the world. You may even think they are bad ideas, but
they seem to work from my perspective. These suggestions assume that you, the
initiator of the mod-making process, are the team leader/producer/god emperor.
Don't get too caught up on titles; only ego-tripping retards really give a damn
anyway. If you're the one coordinating things and getting the ball rolling, this
post's for you.
Before I begin with a phase breakdown, I'd like to suggest some general
stuff:
* Set up a web forum, IRC channel, mailing list, bug database and FTP site for
your mod. There are a lot of free web forums. http://www.ezboard.com/ is a
decent one. Finding an IRC server to host your random channel isn't necessarily
that difficult, but may take time and require jumping through hoops. However,
real-time discussion on a weekly basis is pretty important for team
communication, camaraderie, and general cohesion. Mailing lists are a good way
to prick the ears of people who may not read the boards every day or who were
effectively put on a waiting list to joint the mod team. Just don't abuse it.
http://www.bugzilla.org/ is a pretty damned good open license bug tracking
software package. The FTP site may be hard to swing for some people, but it's
really useful for organizing assets. Just give uploading privileges to people,
organize the folder structure as you see fit, and it will make things much
easier for everyone.
* Don't let people (or the entire team) drift. Keep people focused on the tasks
at hand. A lot of people who volunteer for a mod just want to do the high-level
fun stuff. A lot of the stuff in game development is not fun. However, if you
can keep people focused on the milestone tasks (even the un-fun ones), the
milestone build should show enough progress to really get people pumped. Un-fun
tasks are rewarding when the payoff exceeds the drudgery.
* If possible, use something like http://www.wikimedia.org for your master
documents. Always keep backups of the source files, but it is best if the entire
team has access to one version of documents. It helps prevent confusion when
changes are made. Of course, always inform your team members when documents have
changed, and let them know what has changed and where they can see what has
changed.
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