You deserve to get another one...

>
> I DONT WANT THIS SPAM MAIL ANYMORE
>
>> Date: Wed, 19 Aug 2009 12:02:35 -0700
>> From: [email protected]
>> To: [email protected]
>> Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost 
>> tons of data.
>>
>> Stay on Topic.
>>
>> On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery <
>> [email protected]> wrote:
>>
>> > 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
>> >
>> >
>>
>>
>> -- 
>> Gear Dev
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
> _________________________________________________________________
> What can you do with the new Windows Live? Find out
> http://www.microsoft.com/windows/windowslive/default.aspx
> _______________________________________________
> 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

Reply via email to