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