• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

tuxx

How can I make mods??

11 posts in this topic

Please don''t flame me if this topic comes up every four hours, but I have a question: Is modding a good idea? It seems fun, and it wouldn''t be as complex as making a whole game from scratch. And also, what game is the best to mod off of? I''m thinking Half-Life, because there are soo many mods for it and i will probably be getting it soon. Thanks for your input Ex.. ex.. excuse me.. excuse me... I didn''t... I didn''t get a piece of... I didn''t get a piece of cake I didn''t get a piece of cake
0

Share this post


Link to post
Share on other sites
I think making mods is a great way to start out, because you have a solid base to work with. It''s definitely much simpler to make a mod for a game like HL than to write your own FPS game. As for what game to use as a base, just pick your favorite. HL, Q2, Q3 and UT are all safe bets.
0

Share this post


Link to post
Share on other sites
Modding is a great way to get into the game design field. It allows you to start creating a "game" without needing costly software, well more or less, and without needing to take the tiem to create an actual engine.

It is a great place to start.

Cray
0

Share this post


Link to post
Share on other sites
Thanks for your input so far, I can''t believe I got 2 responses only a little while after I posted this! Can anyone maybe tell me some good websites now?? I''m pretty sure I''ll do Half-Life, but in the mods article section, it had an Unreal Tournament mod article written by the developer.
0

Share this post


Link to post
Share on other sites
Here''s a link. You got me interested in Mod dev...
http://download.cnet.com/downloads/0-10045-100-8750349.html?tag=st.dl.10045-106-1.lst-0-1.8750349
0

Share this post


Link to post
Share on other sites
I recommend against the HL engine, if you made a mod for that you would be prone to the massive number of cheats that are circulating for that engine.
0

Share this post


Link to post
Share on other sites
Goto here:
www.valve-erc.com for mapping/modding information on halflife
and you shall also check out the greatest mods:
www.planethalflife.com/community/hosted

0

Share this post


Link to post
Share on other sites
quote:
Original post by Anonymous Poster
I recommend against the HL engine, if you made a mod for that you would be prone to the massive number of cheats that are circulating for that engine.


That''s a good point, but the reason that there are lots of cheats is because there are lots of HL players (far more than any other FPS), and for a mod to be successful, it doesn''t hurt to have a lot of people already playing the game it''s based on.
0

Share this post


Link to post
Share on other sites
That''s assuming it''s a multiplayer mod. Which most are, of course.

I made mods for Half-Life and Unreal Tournament. Both are good, however Unreal Tournament was better because the code is much better organized. With Half-Life, I was always jumping from place to place searching through the code to find how to do something. UT uses UnrealScript but it''s very similar to C++/Java and takes no time to get used to.

I actually wrote a couple of Half-Life modding tutorials when I was into it. If you''re interested, there''s one on creating new entities that you can place in a level using Worldcraft and load in your code, and there''s one on creating a Star Wars-type blaster.

Or you can download the code for a mod I started for Unreal Tournament here. There''s a website with screenshots here.

~CGameProgrammer( );

0

Share this post


Link to post
Share on other sites
I''d have 2 say that the VALVE-ERC is the best place 2 go, if u r making HL Mods...(www.valve-erc.com) there r lots of people on there who would help u... u need 2 be able 2 map, code,texture, or model ... but, i''d say if u want a good FPS, HL or Unreal would probably b the way 2 go... if u need the HL SDK, goto www.valvesoftware.com
0

Share this post


Link to post
Share on other sites