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Modme05
May 3, 2005 15:20:41 GMT -5
Post by Slinky on May 3, 2005 15:20:41 GMT -5
I don't know whether you're familiar with the Dogme 95 rules for "pure" film-making, but they're essentially rules for making films that leave out the usual fluff, etc. Going on that note, there's a lot of fluff in the mod community. So I figured as a conversation-piece, gimme your rules for what constitutes a quality, or even a "pure" mod. Talk about anything, from premise, to design, to respawn rules. Dogme 95: en.wikipedia.org/wiki/Dogme_95
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Modme05
May 3, 2005 23:20:48 GMT -5
Post by Alex on May 3, 2005 23:20:48 GMT -5
1. Have a fresh idea, or a fresh take on an old idea.
2. Have a fresh aesthetic to visually express this idea. ( Can you separate the visuals in Tactical ops from Counterstrike? I have difficulty!
3. Bring something to the table that's replayable, and simple in idea. But which can appear complex and engaging to the player.
;D
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Post by Slinky on May 4, 2005 0:38:30 GMT -5
My modme (until I think of more)
1. No working off established licenses. The premise need not be original, but the characters and places must be. (Note on the premise: Doom 3 is an FPS where you fight demons from another dimension. Half-life 2 is an FPS where you fight aliens from another dimension. Consider Doom 3 vs. Halflife 2.)
2. Your mod need not have a story mode. If it does have one, you may not:
-Save the world -Rescue a princess -Fight terrorists -Invite a sequel -Fight an ancient evil that has been re-awakened or ressurected by any means -Have a romantic sub-plot
3. Your mod may not involve a stats system. Really, guys, it's not that groundbreaking.
4. Your mod must mod something other than weapons and levels, or else it's a weapon pack duct taped to a map pack.
5. No more than two "stock" multiplayer gametypes in the mod (deathmatch, capture the flag, etc.) and if YOUR mod's version of it isn't more fun than the UT2k4/quake/halflife standard, then don't bother. This rule is difficult to be enforced, but abuse of it will result in the designer getting the chinese torture device.
(For instance, I know a guy who made a mod called 'magus conflict', which is one of those fly around shooting spells at each other with mana mods- very fun. Deathmatch Magus Conflict just WORKED. We'd play in huge outdoor maps, flying, chasing each other through the vallies and up to the level bounds, shooting meteor swarms at each other. The CTF he packaged, on the other hand, was inexcusable.)
6. You will use your limited time and resources wisely by focusing wholly on the player experience, and realizing that this experience is the combination of all game aspects, but that every aspect- design, art, sound- can be contorted to work against the player experience when too much attention is paid to it. Rather than creating a ball of fluff, you will create a hyper-concentrated game.
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Post by f0nx on May 5, 2005 5:41:35 GMT -5
AMEN! now if we could get any of the mod community to actually follow this eh ?
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dcusseaux
Clot
"It's in the game" and I put it there!
Posts: 14
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Post by dcusseaux on May 5, 2005 8:22:54 GMT -5
TEXT Actually it's done and being done! This is the concept of Killing Floor. You can see it in the look the atomsphere and hell just the screen shot. I've been working with Alex for only about a half a week and this guy has the passion and from what I can see Slinky does also. With my asssitance I hope to help to bring this concept to a reality. Just keep your eyes open and you'll see! This game is gonna blowuptuate!
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Modme05
May 5, 2005 12:08:49 GMT -5
Post by Slinky on May 5, 2005 12:08:49 GMT -5
Hey! Our new artist! How goes it- PM me your MSN so I know what's up with you.
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Acid
Stalker
Eye Stigmata
Posts: 168
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Modme05
May 5, 2005 14:33:37 GMT -5
Post by Acid on May 5, 2005 14:33:37 GMT -5
TEXT Actually it's done and being done! This is the concept...blah blah blah... Welcome to the forums, and good luck with the team
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Modme05
May 5, 2005 14:59:34 GMT -5
Post by Slinky on May 5, 2005 14:59:34 GMT -5
Hee. Now we just need a second coder this enthusiastic.
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