Reply to Re: What is your D-Mod creating strategy?
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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
