For a full conversion 3-4 (maybe even 5) coders is acceptable but the
majority of mods really don't need as many coders as they try to get.

Generally I learn the bit of the SDK I'm about to work on, for a bit
before I start work instead of learning the whole thing.

By doing gameplay and logic first (the bit I'm best at IMHO) I can get
a fun and playable mod. While the 2D and 3D artists are at work during
the art pass on the mod I can get to grips with visual coding;
particles and vgui for example.

I generally look through the code for 30 mins and test some things
out. If I cant find what I'm looking for I ask for a pointer in the
source coding forums or on here. That usually solves the problem for
me.


2009/8/19 ZuM <[email protected]>:
> 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.
>>
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