In 1982 during the Falkland war, a Royal Navy ship is attacked by Argentines and the next thing the ship's cook Nathan knows is that he's stranded on a mysterious island. He explores the island and uncovers it's mysteries.

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I write a little bit about a problem I have had with trying to make my mods lengthy

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I know nobody's going to read this but I'm going to write my thoughts here anyway.

Developing Games has been such a great learning experience for me that I've gained a lot more confidence in my mapping and story writing skills, and about game-developing in general.

When I was developing Games, I spent a lot of time worrying about the mod's length. Because of this, I spent a huge amount of precious development time on making useless side-rooms and needlessly long levels. This led to the maps varying in detail and overall quality. That is definitely something I will try to improve upon for my future mods. I will create the levels according to the mod's story and make sure that most, if not all rooms, have a purpose. This will shorten the development time a huge deal and will improve the mod overall. If I want to have a lengthy mod, I'm going to have to have a lengthy story.

As a matter of fact, I'm going to put this new "method of mod developing" in use as I'm going to start developing Games - Episode 2 soon in nearby future. I have already started writing the script and I'm really excited about the project.

Thank you for reading!

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TiManGames
TiManGames - - 270 comments

I'm really glad these are your conclusions from the development of this mod!
It seems you're going on the right path.
Best of luck with your next mod.

By the way - I reccomend reading the free book "The hows and whys of level design". I'm sure you can find it helpful.

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