The Creation of Dmods
Lets say for the sake of argument, that a person has average intelligence, some programming experience (though not in C++), say an hour a day to dedicate, an idea, and the desire to learn and create. How long would it take to bust out a DMOD that was their own, using only minimal established sprites and game structure?
I hope this isn't too vague. I'm really interested in trying to do a DMOD, but I don't want start something that I can't finish, or lose interest in. I believe that once I can get the hang of creating one, the desire to do a better one will increase exponentially.
I'll gladly accept all flames and feedback, and frivolous banter.
 
I hope this isn't too vague. I'm really interested in trying to do a DMOD, but I don't want start something that I can't finish, or lose interest in. I believe that once I can get the hang of creating one, the desire to do a better one will increase exponentially.
I'll gladly accept all flames and feedback, and frivolous banter.
It's not hard to figure out DinkC, just copy scripts from the original Dink and other dmods and modify them for your own needs. Figuring out mapping, say_stop commands and how to advance a quest (globals) is enough to start creating a dmod, learning the rest of the commands in the process as you need them.
So, for a decent but short dmod, not long... A month perhaps.
So, for a decent but short dmod, not long... A month perhaps.

 
 
 
 
 






