Well, one coder to develop a total conversion mod for a game in my opinion is a small number. There are a lot of ground to cover and also most of the people work full-time and develop the mods on their free time, so it's not unreasonable to have 4-5 coders...
Also this way everybody can specialise on some parts of the SDK instead of being a Jack-of-all-trades. 2009/8/19 Harry Jeffery <[email protected]> > @ Richard > > I learn by reading through the code and experimenting. Sometimes there > are previous implementations I can use for reference. If someone wants > to help a newbie by mentoring them that's great. I just feel that > while being mentored the newbie should concentrate on becoming > competent with the engine by prehaps making a smaller experimental mod > rather than tagging along with a mod team that already has a coder. > Learning by doing is far better than watching. > > @ Adam > > Sure, they would. That's how I started working for Nightmare House 2. > It was on the verge of death because Hen couldn't get a coder to > finish the work he needed done who wasn't asking for money. While > working on that mod I learnt a lot. > > I'm also working on a fully fledged surf mod (CSS style surfing) It > uses a point system similar to those found in skateboarding games. > Implementing something like that only took me a couple of days at most > on my own and I'm not exactly a highly skilled coder. > > Anyway, my point is all these new mods start asking for 2-3 coders > right off the bat and trying to pull a big team together. From > experience it's far better to have just 1 coder to get the gameplay > working and then maybe bring in a second for bugfixing and polish if > necessary. > > I just feel mods having several unnecessary coders sets a bad example > to newbies and is a bit unfair on mods with a great team that just > cannot get hold of a coder to do some simple changes to the game. By > having each mod take only what it needs from the hl2 modding community > it would give other mods with lots of potential a better chance of > being completed and released. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

