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."
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.
Help poke pirates in the eyepatch, arr.
just wear a suit everywhere and buy a Vespa.
Oh yeah, don't forget to look out for rockers.
One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".