Archive for May, 2010

Fort Alcatraz

Recently, I've been thinking about Alcatraz again.  I've wanted to build a map of it for a long time…  Be it an educational walk through, or an actual video game – I always thought it'd be a cool environment.  So I decided to research Alcatraz a little further during the Wild West period, since I currently have that mapping environment installed and ready to go (The WildWest, a RTCW MOD).

Here are some of the pictures I've come across so far.

[cincopa AMHAjKqLE4de]

Obsidian UI for GtkRadiant

GTK Radiant using Obsidian UI

GTK Radiant using Obsidian UII came across an old UI theme for GtkRadiant 1.4. Back in the day I used to rock this, and now that I've installed it again, I remember why! It's sexy.

Here is GTK Radiant using Obsidian UI:

You can grab this theme here. Or browse to it from my Downloads page.

A Hard Lesson – Modding 101

Here it is:  My MOD (Project Phi) has been on hold for nearly a year.  We were simply sinking beneath the weight of an endless task list without enough bodies to finish anything significant.  And after 2 years of development this was an especially hard lesson to learn, but invaluable nonetheless.

Biting off more than you can chew is arguably the #1 reason most MOD teams do fail.  As a start-up group of developers, its an easy circumstance to find yourself in.  Why think small, right?  I'll tell you why:  You Will Fail.  Like so many others before me have advised, please take these lessons to heart (you have been warned):

  • Keep it simple, stupid.
  • Focus on making your game fun, first.
  • Refine your early game-play key elements, and often at that.
  • Get the bulk of your programming finished ASAP.
  • Gradually increase custom content as you move through beta tests, but remember, always start with stock content and focus your energy on what makes your game fun (and hopefully unique).
  • Aesthetics and polish should always be at the end of your list. Creating a unique game should never rest on the visuals your world offers.  What good is a nice looking game that is a bore to play?
  • Accept as much feedback, both internally and externally, as possible.  While most ideas might not be used, without this overflow of creativity, you will likely end up with something bland and tasteless.
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