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. >> >> _______________________________________________ >> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

