Difference between revisions of "Developing Successful Mods"

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you see a particular style of mod. If you're aiming your mod at a certain group of people, such as a "Gothic clothing" mod, then make sure that it fits the style. Look at other mods that are similar, and take careful note to the download ratings. If you see something that is popular, or a specific theme, then try to enhance it in your mod. Be original, but not overboard; After all, you're aiming to raise the standard.
you see a particular style of mod. If you're aiming your mod at a certain group of people, such as a "Gothic clothing" mod, then make sure that it fits the style. Look at other mods that are similar, and take careful note to the download ratings. If you see something that is popular, or a specific theme, then try to enhance it in your mod. Be original, but not overboard; After all, you're aiming to raise the standard.


Make sure you put detail in everything you plan, or it could end up looking ugly. You should want your mod to be aesthetic and practical in one bundle, but focus more on the latter: People won't play a mod if it's detailed, but has no content, but some people will play a highly undetailed mod with barrels of practical content. If you're making a mesh, or texturing landscape; be aware of colours that would suit the need by implementing a colour scheme ([http://en.wikipedia.org/wiki/Color_scheme Wikipedia: Colour Scheme], [http://en.wikipedia.org/wiki/Colour_theory Wikipedia: Colour Theory], or [http://developer.valvesoftware.com/wiki/Colour_theory_(level_design) Valve: Colour Theory].), and try to match the colours with the mood of the piece. Such detail can make a mod look visually stunning, and enhance a mod endlessly.
Make sure you put detail in everything you plan, or it could end up looking ugly. You should want your mod to be aesthetic and practical in one bundle, but focus more on the latter: People won't play a mod if it's detailed, but has no content, but some people will play a highly undetailed mod with barrels of practical content. If you're making a mesh, or texturing landscape; be aware of colours that would suit the need by implementing a colour scheme ([http://en.wikipedia.org/wiki/Color_scheme Wikipedia: Colour Scheme], [http://en.wikipedia.org/wiki/Colour_theory Wikipedia: Colour Theory], or [http://developer.valvesoftware.com/wiki/Colour_theory_(level_design) Valve: Colour Theory]), and try to match the colours with the mood of the piece. Such detail can make a mod look visually stunning, and enhance a mod endlessly.
 


== '''''Basic Beginnings''''' ==
== '''''Basic Beginnings''''' ==
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