What is your D-Mod creating strategy?
Do you make the map first? write the story? Do you plan everything out and then make it, or do you make the first part, then come up with ideas for the next bit, and so on? I'm just curious how different people do it.
I usually create the first area of the map (be that 1 screen or 300 screens), after coming up with a basic beginning for the D-Mod. I script that area as much as it is possible at this point. I then proceed to move into the mapping of the next area. This goes on throughout the game.
After randomly coming up with some of the storyline, I start to develop it in my mind, trying to find some cliché to add in the story and some new stuff and in between. I come up it within my head, and usually it stays there. However, if I can be bothered, and if the D-Mod is long (such as HH2) or complex (such as Middle Night -series), I will write the important stuff down.
After the mid-part of the D-Mod, comes the part that differs with whatever D-Mod I am currently making, because usually at this point, I will know the following things:
1) If this is going to be a single D-Mod, with no absolutely ideas for sequels or prequels, I will continue the way I already said.
2) If I'm not sure whether I'll ever be making a sequel/prequel or not, I leave some interesting, yet not too important stuff unexplained, so I can connect that if I ever make a next in the series.
3) If I already know that there is gonna be a sequel or a prequel, I will start planning the next part of the series in my head, and try to put as much as possible, so it will be easy to continue in the next addition.
4) If the current D-Mod IS a sequel, I will try to connect some things to the original game, so it won't become too distant. If I just make it completely different, it might as well not be the same series.
Then I just script everything complete, check for bugs, and it's pretty much done.
After randomly coming up with some of the storyline, I start to develop it in my mind, trying to find some cliché to add in the story and some new stuff and in between. I come up it within my head, and usually it stays there. However, if I can be bothered, and if the D-Mod is long (such as HH2) or complex (such as Middle Night -series), I will write the important stuff down.
After the mid-part of the D-Mod, comes the part that differs with whatever D-Mod I am currently making, because usually at this point, I will know the following things:
1) If this is going to be a single D-Mod, with no absolutely ideas for sequels or prequels, I will continue the way I already said.
2) If I'm not sure whether I'll ever be making a sequel/prequel or not, I leave some interesting, yet not too important stuff unexplained, so I can connect that if I ever make a next in the series.
3) If I already know that there is gonna be a sequel or a prequel, I will start planning the next part of the series in my head, and try to put as much as possible, so it will be easy to continue in the next addition.
4) If the current D-Mod IS a sequel, I will try to connect some things to the original game, so it won't become too distant. If I just make it completely different, it might as well not be the same series.
Then I just script everything complete, check for bugs, and it's pretty much done.
I have a cool idea/premise. I implement it. I can't think of a good way to continue from there (or the continuation sucks). I abandon the dmod.
Rinse and repeat.
Rinse and repeat.

I can't think of a good way to continue from there (or the continuation sucks)
Isn't that our job to decide?
Isn't that our job to decide?

Well, I've only made/making three DMOD's so far, and I basically made all of them with the same strategy. I tend to come up with a very basic story, first of all. You know, who the bad guys will be, why Dink's doing whatever he's doing, how long it should be... That sort of thing.
Then I like to come up with a name and title screen, usually before I've even started any scripting or mapping. I dunno why, I just like to get it done early.
As for the actual DMOD making, I tend to make the map as I go along. I'll build a village or whatever that Dink starts in, and I tend to add the scripts as I add the sprites. From what I can gather, most people seem to make the scripts after the maps. To be honest, I feel that when you do it that way you're more likely to forget a script or something... Maybe it's just me, but I like having scripts attached to as many things as possible, even if they're only very basic ones.
Then, when an NPC or whatever basically says "Now you need to go to this other place you haven't been to yet, Dink!", I'll start building that new area and again adding in the scripts as I go along. With the main scripts (like the npc's getting kidnapped or the king sending Dink on his mission), I tend to make a rough one ("Dink! The mayor's missing, please help!") then later on when I've decided on the finer details of what's happening in this part of the story I come back and re-write it ("Dink! The goblin's have finally struck, and they've kidnapped the mayor! You have to rescue her!").
The only problem with this is that it means I'm never quite sure what I'm going to need to map next, so I end up having to squeeze in new areas into whatever map spaces are available (In my current DMOD I've built a giant underground maze right where I want a secluded woodland walk. I guess I'm gonna have to use scripting magic and build the woodland somewhere weird halfway across the map...
).
TL;DR:
I'm one of those people who make everything as they go along, and end up having to revisit large sections to correct numerous problems.
Oh and also, yay for unnecessarily long posts by average/newish DMOD makers (who according to spell check can't even spell unnecessarily right
)!
Then I like to come up with a name and title screen, usually before I've even started any scripting or mapping. I dunno why, I just like to get it done early.
As for the actual DMOD making, I tend to make the map as I go along. I'll build a village or whatever that Dink starts in, and I tend to add the scripts as I add the sprites. From what I can gather, most people seem to make the scripts after the maps. To be honest, I feel that when you do it that way you're more likely to forget a script or something... Maybe it's just me, but I like having scripts attached to as many things as possible, even if they're only very basic ones.
Then, when an NPC or whatever basically says "Now you need to go to this other place you haven't been to yet, Dink!", I'll start building that new area and again adding in the scripts as I go along. With the main scripts (like the npc's getting kidnapped or the king sending Dink on his mission), I tend to make a rough one ("Dink! The mayor's missing, please help!") then later on when I've decided on the finer details of what's happening in this part of the story I come back and re-write it ("Dink! The goblin's have finally struck, and they've kidnapped the mayor! You have to rescue her!").
The only problem with this is that it means I'm never quite sure what I'm going to need to map next, so I end up having to squeeze in new areas into whatever map spaces are available (In my current DMOD I've built a giant underground maze right where I want a secluded woodland walk. I guess I'm gonna have to use scripting magic and build the woodland somewhere weird halfway across the map...

TL;DR:
I'm one of those people who make everything as they go along, and end up having to revisit large sections to correct numerous problems.
Oh and also, yay for unnecessarily long posts by average/newish DMOD makers (who according to spell check can't even spell unnecessarily right

There's a strategy for creating D-Mods?
I don't care about strategies, I only care about actually being able to click the download button at the end

Oh, so you DO click the download buttons? Try to explain this to Historical Hero. He will be pissed.

1. Disguise myself as monkey.
2. Impress the wildlife in the Congo rainforest of africa with my sexiness.
3. Capture an ape.
4. Make it moonwalk. (cause it looks cool)
5. Get the ape to script my already mapped Dmod.
6. Reward, or punish the ape, depedning on the rewiews I get for the Dmod.
2. Impress the wildlife in the Congo rainforest of africa with my sexiness.
3. Capture an ape.
4. Make it moonwalk. (cause it looks cool)
5. Get the ape to script my already mapped Dmod.
6. Reward, or punish the ape, depedning on the rewiews I get for the Dmod.
Yes. If you don't have one, you can't submit it. If you didn't have one and it's already been posted, it will have to be deleted, and so will all your development files and any backups you've made. Sorry, those are just the rules!
Oh, and BTW, who's making one?
*raises a hand*
*raises a hand*
Make it up as I go. Or in the case of Happy Sunshine Land, bash my head on my keyboard until a sufficient map/script combo is produced.
I loved Happy Sunshine Land! XD I didn't realize you made it. I didn't really pay attention to the authors back then.
Happy Sunshine Land may be... just bad (sorry P-bug-man
) but it is just so... adorable.

I've honestly been considering making a sequel to it, but actually putting effort into it. Epic size, 10+ hours of an immersive story, stunning new tilesets, an array of various musical masterpieces, and a wide variety of new gameplay features. All your favorite characters will make a return (Dink, Demon, misc. NPCs). I've even been talking with M. Night Shamalamalamon to write a cool twist ending.
Note: 17% chance I was actually considering this
Note: 17% chance I was actually considering this
I first decide on a story.
Then for about 6-7 months i think about the story.
Then I read the tutorials(ye, I do it everytime)
Then I watch television soaps with mom, till I dont feel like banging my head.
After all this, making D-Mod seems interesting, so I start the mapping.
Oh, I map and script together.
Then for about 6-7 months i think about the story.
Then I read the tutorials(ye, I do it everytime)
Then I watch television soaps with mom, till I dont feel like banging my head.
After all this, making D-Mod seems interesting, so I start the mapping.
Oh, I map and script together.
I have never done anything like this before, dont know how to script/programme, never attempted to ever, so this has been a very steep learning curve for me.
Only ever made two dmods - the first is still incomplete and is rather large despite being culled drastically twice. It stands at about an hour and a bit play time at the mo... but still in progress. With that one I mapped away and as I did that I thought about the story and what could happen there which in turn produced more mapping. Being my first I played a lot with how I wanted it to look and what I could do with the sprites that would make it feel like a real world you were in.
After a while I started scripting and ended up deleting way over 50% of the screens, got stuck on the scripting and making the new graphics so mapped away again. I am now in the process of deleting perhaps another 50% of the new screens and tightening up the distance between things. I am of course doing this as a tool to procrastinate so I dont have to finish the new graphics I so desperately want included. Wish I had the models of Dink cause this mod would have been finished a year ago if I didnt have to redraw dink in the new sequence I want him in
Sooooo many directions so many different ways to procrastinate *sigh*.
The second (Furball) I did the other way around, I thought of a storyline and then did the mapping around that. This was a much faster way to do things and I think maybe more productive with less waste (deleted stuff), because I knew where I wanted to go with it, and although the dmod was way smaller- about 30 min play time - I guess for me, thats a better way of approaching creating these.
Think it depends on how you think as to what way you work. No one way is right nor wrong. Its whatever works for you.
Only ever made two dmods - the first is still incomplete and is rather large despite being culled drastically twice. It stands at about an hour and a bit play time at the mo... but still in progress. With that one I mapped away and as I did that I thought about the story and what could happen there which in turn produced more mapping. Being my first I played a lot with how I wanted it to look and what I could do with the sprites that would make it feel like a real world you were in.
After a while I started scripting and ended up deleting way over 50% of the screens, got stuck on the scripting and making the new graphics so mapped away again. I am now in the process of deleting perhaps another 50% of the new screens and tightening up the distance between things. I am of course doing this as a tool to procrastinate so I dont have to finish the new graphics I so desperately want included. Wish I had the models of Dink cause this mod would have been finished a year ago if I didnt have to redraw dink in the new sequence I want him in

The second (Furball) I did the other way around, I thought of a storyline and then did the mapping around that. This was a much faster way to do things and I think maybe more productive with less waste (deleted stuff), because I knew where I wanted to go with it, and although the dmod was way smaller- about 30 min play time - I guess for me, thats a better way of approaching creating these.
Think it depends on how you think as to what way you work. No one way is right nor wrong. Its whatever works for you.