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Starting a Mod


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  • SWR Staff - Executive

Starting a mod ...


You may think that is easy. You have a create idea, you have a great engine to run on.

It's not that easy.


1) You'll need to get a team. Unless you're paid (or have lots and lots of free time), its hard to do a one-man show.


2) It's hard to recruit people. People may say they want to help, but when it gets down to it, you may find they don't have the skills or the time or the ideas that you do.


3) It may take years to get some output in the direction that you want. Don't think you're going to whip out a game in a month. Many projects are on-going... esp as members drop in and out. Prepare for it.




Step 1) Your good idea. Okay, so its a Star Wars mod? Or maybe not...

Define your mod better. What time period is it in? Where is it set? What characters/units are you including?


Step 2) Brainstorm. Get concepts out there. Draw it out and get people interested in your work.


Step 3) Prototype. This is probably the hardest bump for most projects. People will want some idea that this is feasible. You need to learn your game engine, how to mod it, how to get things in-game. This is especially hard if you aren't a programmer, but its possible. Start learning: putting in the time here shows real dedication. Showing that your stuff can actually work in the game will attract more people than ideas on a piece of paper.


Step 4) Organize. Figure out the scope of your mod. What do you intend to change? How are you going to manage a team (should you be recruiting one)? Communications is key here. Do you need to set deadlines?


Step 5) Hard-working time. Do it. Don't sit around and think others are going to do it for you.

Perhaps a hard realization, but no one cares as much about your mod as you. People aren't going to spend their free time slaving for you :)


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