Posts Tagged ‘Half-Life 2’

Mod Tool tutorial finished!

Yay! After many weeks of painfull HTML converting, my Softimage Mod Tool Curriculum is finally available and published to the format of this site. Check it out here.

The next challenge will be to update the content, as it was originally written a number of years ago, and definitely could use some refining.

Also, I would be remiss if I didn't mention that parts of the curriculum are taken directly from the publicly available Noesis tutorials. These guys have the real content, be sure to check them out too.

MOD Tool Curriculum Progress

So far I have converted more than 50% of my Softimage MOD Tool Curriculum to the format of this site. This is a 5 Day course that was originally designed to be instructor-led, in a classroom environment. That being said, I will also be adjusting the presentation (as I go) to be meaningful outside of a classroom (i.e. online tutorial). More to come…

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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