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A General Guide For Mod Creation

Rock, Paper, Shotgun's Kieron Gillen has combined and updated a series of guides he wrote for getting into the development of game mods. He provides a detailed explanation of the process from concept to reality as well as a look at some of the obstacles you're likely to run into. Quoting: "First thing is that it really is work, and should be planned as such. As I've said earlier, you really need to be aware you have to sacrifice other elements of your life to get it done. If you just rely on your free time, the Mod will fail. You may find it helpful to actually time-table periods when you can do stuff, in the same way you would book a regular evening class. If every night you put aside a limited amount of time to do work, you'll make steady progress. This is considerably healthier than the boom/bust approach which most modders will follow. But - y'know - most people on your team will move on a cycle of massive productivity followed by long fallow periods."

29 comments

  1. damn.. by spir0 · · Score: 2, Interesting

    I thought soundtracker MODs were making a comeback. :(

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    1. Re:damn.. by QuantumG · · Score: 3, Informative

      I believe that was called "tracking" and one who did tracking was called a "tracker".

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    2. Re:damn.. by Anonymous Coward · · Score: 0

      I was also expecting something about Soundtracker, Protracker, Octamed and numerous other mod sequencers.

    3. Re:damn.. by Malevolyn · · Score: 1

      Don't forget the great HivelyTracker!

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    4. Re:damn.. by Anonymous Coward · · Score: 0

      I thought the software was called a "tracker" (from Amiga SoundTracker). And the one who did tracking was called a "musician"? :)

    5. Re:damn.. by fbjon · · Score: 1

      It's still called tracking. It didn't die out, you know..

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  2. Free Time by Xistic · · Score: 5, Interesting

    It's true that if you just rely on free time to do work on a mod you'll never get it done.

    For almost 5 years I woke up an hour early for work to work on my Quake 3 mod called BASE Conflict. This was the guaranteed only way to get things done with a full time job, part time school, and a wife and kid. Work finally came to a halt sometime after I transferred to WSU and with the increase in school work and I found myself working on homework in the morning rather that debugging UI code. But up until that point I made an amazing amount of progress. I'm currently porting my code to the ioquake3 code base and the patch files created for the port total nearly 400k or somewhere in the realm of 13000 new or changed lines of code.

    It also helps to write out a list and keep it where you can see it. After I graduated I didn't really get back into the swing of things until I made a new to do list. If you check my sig you'll see that getting my website back up is somewhere near the top.

    1. Re:Free Time by thermian · · Score: 1

      If you check my sig you'll see that getting my website back up is somewhere near the top.

      To be honest, 5 years is too long for a free mod to be in development. You really need to face up to the fact that your mod is a failure in its present form, and start working on something for a newer game. Or do something smaller that you could have finished in weeks to a few months.

      So far as picking quake 3 goes, people who still play that will have their favorite mods by now. At most you'll get a few people trying yours out for a bit. Your chance a of a decent userbase are severely limited, and that's only going to get worse.

      I would suggest moving your code over to be a mod for a game like counterstrike, that's pretty popular, and likely to stay so for a long while yet.

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    2. Re:Free Time by Anonymous Coward · · Score: 1, Informative

      Cheeky Bstard!

      "To be honest, 5 years is too long for a free mod to be in development."

      Sorry, I would wait 5 years for a mod if it is that good. Some mods take some game worlds by storm, and become The definitive Expansion pack, i.e. Ledgends of Arana, started as a mod, now its the Definitive expansion pack, and ... IT IS STIL PLAYED. ( Dear god Space Siege is a bitter disappointment )

      Quake 3 has a LOT of good mods. I play the Helms deep one from time to time, but still, I am looking for one with a sci-fi story line.

      "I would suggest moving your code over to be a mod for a game like counterstrike..." There are still quite a few people on Quake 1, and Starcraft.

      Put your stuff out for critizsm, so that people can give you feedback.

    3. Re:Free Time by joebp · · Score: 1

      It's true that if you just rely on free time to do work on a mod you'll never get it done.

      Disagree. I'm lead coder for a fairly sizable and popular mod (4th in moddb awards 2007, honourable mention and 2nd unreleased 2006, 14th and 2nd unreleased 2005) and I get everything I need to done just in my spare time, juggling a full-time job, a full-time girlfriend and a full-time cat. What I think he really means is only antisocial types need apply.

    4. Re:Free Time by dougisfunny · · Score: 1

      You do realize that Counter Strike is a mod don't you?

      Even CS:S is a mod, albeit not in quite the same way as CS was.

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    5. Re:Free Time by KDR_11k · · Score: 2, Insightful

      That depends on what you're making. Obviously a one man team can't make the next Call of Duty or whatever, making what's essentially a new, AAA grade game needs a professional development team, making the mod equivalent of a flash game doesn't take long and can feasibly be done in one's free time. I've made loads of smaller mods (for the Spring engine, modding that involves making a new set of units as well as scripting any game logic you need beyond the standard Total Annihilation hehaviour it offers) in my spare time.

      And hell, modding that engine almost requires making a TC and it's not much work either.

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    6. Re:Free Time by KDR_11k · · Score: 1

      To be fair the engine is now opensource so he could feasibly release his mod as a full game instead of a mod for anything.

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    7. Re:Free Time by thermian · · Score: 1

      Cheeky Bstard!

      Yup

      Sorry, I would wait 5 years for a mod if it is that good.

      Some mods take some game worlds by storm, and become The definitive Expansion pack, i.e. Ledgends of Arana, started as a mod, now its the Definitive expansion pack, and ... IT IS STIL PLAYED.

      Agreed, I play Dungeon Siege II and Broken world myself, I yet might get legends of Arrana again (lost my copy a couple of years ago)

      Dear god Space Siege is a bitter disappointment

      AGREE EMPHATICALLY!!!

      Seriously, wtf IS that game? Because whatever it is, it isn't an RPG.

      They even stick the few (what is it, ten?) items there are that you can pick up on your map so you can't help but find them.

      As for the upgrade material that everything drops, well, what a crock. I don't think that the reward for dropping a boss should be a pile of junk you can make into a few grenades. WHERE ARE MY EPIC DROPS!!!!!!

      As for how I felt when I realised the game was finished, rather then it just being the end of the first chapter, well, Slashdot probably has an excess profanity filter..

      Quake 3 has a LOT of good mods.

      That's my point, its modded up so much there's barely any room for new mods to gain a wide audience. After five years work you'd want more then a few players.

      As for Quake 1, I have a server running ezquake which is on 24/7. I AM a retro gamer type. I'm also a software developer, and I know whereof I speak, 5 years on a project without any result seeing the light of day isn't good, even for a part time effort. Code should be released even if only to help the author gauge peoples opinions of their work.

      --
      A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams
    8. Re:Free Time by Anonymous Coward · · Score: 0

      yup... TSL:RP... rip

    9. Re:Free Time by Xistic · · Score: 1

      You hit it right on the head. The last year of that development time was a port to Steam. It's a neat engine and all but I couldn't use much of my old code and many things had to be rewritten from scratch and it's a bugger to get anything done in Steam. I would have rather used Doom 3 but I really needed large outdoor spaces in a way that engine could not provide.

      After the end of that year I hadn't even come close to where I was in the Quake 3 version and I wasn't making progress as quickly. I realized that I was never going to finish if I kept trying to port to the latest engine. In the intervening time before I graduated id open sourced Quake 3 and the choice was clear.

    10. Re:Free Time by Xistic · · Score: 2, Interesting

      What I'm suggesting is that you can't rely on free time when it comes about randomly. You have to set aside the time to make it happen. It was still free time, but it was partitioned off just for this purpose.

      For the first 3 months or I would work on it in the evening. I wasn't very focused and work was slow. One day on a whim I went to bed an hour early and got up an hour early and did more in one hour than I had done all week. Maybe I'm easily distracted but this is what worked for me.

    11. Re:Free Time by hellop2 · · Score: 1

      Do you ever drop her?

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  3. It depends on the scope, actually by Moraelin · · Score: 2, Interesting

    Well, it depends on the scope of the mod, actually. Not everything is a total conversion, like the summary seems to assume.

    I could be remembering wrong, but I think the smallest mod I've seen that did anything useful and got downloaded, was a 1 line change to a Creatures 3 script. Admittedly, there was obviously some time involved in reading and understanding the scripts, but I still can't imagine anyone needing to set time aside over long periods for that.

    Also, a lot of games allow a more modular approach to mods and personally that's the kind of mods I'd like to see more. I do realize that it's not applicable to all games, and it does pose problems in multiplayer. But I kinda like more the kind of small mods that I can mix and match, like, say, most Oblivion mods, instead of one big chunk that changes everything. Or in X2: The Threat, my favourite "mod", was again a collection of smaller scripts, ships and other small changes, that I had put together for myself out of such small pieces that other people made and were available for download separately.

    At any rate, again, I doubt that most of those plugins had to be a second job to get done.

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  4. You shouldn't be creating mod by patio11 · · Score: 5, Funny

    Don't write your own mod, you'll just screw it up. Use the % operator built into your language -- it will be faster and always come up with the right answer.

    1. Re:You shouldn't be creating mod by Anonymous Coward · · Score: 0

      It will... always come up with the right answer.

      Unless you're using negative numbers!

    2. Re:You shouldn't be creating mod by Anonymous Coward · · Score: 1, Funny

      It will... always come up with the right answer.

      Unless you're using negative numbers!

      Thats why I wrote my own mod function.

  5. There's a lot of sense in this... by Simon+Brooke · · Score: 3, Interesting

    My team is currently leading The Witcher mod competition, and I read through this article thinking 'oh, yes', 'oh, yes', 'oh, yes'. Compared with the very well established Neverwinter Aurora toolkit, D'Jinni, The Witcher toolkit, is very fragile, and very under-documented. And, of course, we're pioneers, so while there are a few people who have already tried some things, we're having to learn a lot through trial and error.

    My conclusion? This is the last mod I'll do with closed source tools. D'Jinni produces very polished results - the scenery of The Witcher is breathtaking - but when things don't work we could at least debug and find out why not. So we're looking carefully at The Blender and the Java Monkey Engine.

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    1. Re:There's a lot of sense in this... by uncledrax · · Score: 1

      "..but when things don't work we could at least debug and find out why not. "

      How does blender factor into it? Or it just a FOSS option for 3d for you?

      TBH; you did cite one reason I'm glad I'm modding on the UE engine.. Epic is fairly decent at providing documentation (even though to get -all- of it and do some low-level stuff you have to be a licensee). We're also fortunate that the company whose game we are modding is fairly open and helpful regarding it; perhaps because they started as modders..

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  6. It's not hard at all... by Thelasko · · Score: 2, Funny

    just wear a suit everywhere and buy a Vespa.

    Oh yeah, don't forget to look out for rockers.

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  7. Its called Tracking but the one who does that is by Anonymous Coward · · Score: 0

    called a Ranger.