Reply to Re: Hmm... community story Dmod...
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Hmm, what's the essential difference between the two ideas that'll make this new one work smoother than the original one? I'll explain:
In a community D-Mod, everyone would do a town/area/dungeon. The team would have to settle on the theme, story and the areas the player will go through and what they'll add to the story. You could divide the D-Mod in let's say four areas and four people would participate and they'd each create their own area, making sure it's consistent with the story and theme. You'd have to agree on variable changes like when your 'part' is done, &story is 3 so I can continue there. But, every part would be a part of its own.. everyone would have complete freedom on how to decorate, design and script the cutscenes. As long as they're consistent within the whole theme, everyone could add a chunk to the D-Mod and the community D-Mod would be a fact (didn't work out in the past for various reasons but still).
If you want everything to be consistent in the D-Mod, I think this new idea would require more planning than the basic community D-Mod like I described above. For example, if I make a character.. I'd make some hit texts, some basic chitchat and some story related choice menu options that'll let the player advance in his quest. Now, if one person puts it together, he'd need to modify all the character scripts and add the quest lines. Same goes for cutscenes but it's more complicated there because you can't create a cutscene without knowing the mapscreen it'll take place on; where will the player move and where will I create_sprite(); some characters Dink will talk to. So someone would have to make parts of the map in advance, send them to the cutscene maker who'd make the cutscene and send it back.. which is more hassle than in a community idea where 1 person would handle everything that takes place in 1 village and sends it to the next D-Modder to add something else (ie, a completely new and separate area).
So ehm, like I said, I think this idea requires more planning (and thus less likely for it to work) than the original community D-Mod idea (which sadly also didn't work as of yet).
Long post
In a community D-Mod, everyone would do a town/area/dungeon. The team would have to settle on the theme, story and the areas the player will go through and what they'll add to the story. You could divide the D-Mod in let's say four areas and four people would participate and they'd each create their own area, making sure it's consistent with the story and theme. You'd have to agree on variable changes like when your 'part' is done, &story is 3 so I can continue there. But, every part would be a part of its own.. everyone would have complete freedom on how to decorate, design and script the cutscenes. As long as they're consistent within the whole theme, everyone could add a chunk to the D-Mod and the community D-Mod would be a fact (didn't work out in the past for various reasons but still).
If you want everything to be consistent in the D-Mod, I think this new idea would require more planning than the basic community D-Mod like I described above. For example, if I make a character.. I'd make some hit texts, some basic chitchat and some story related choice menu options that'll let the player advance in his quest. Now, if one person puts it together, he'd need to modify all the character scripts and add the quest lines. Same goes for cutscenes but it's more complicated there because you can't create a cutscene without knowing the mapscreen it'll take place on; where will the player move and where will I create_sprite(); some characters Dink will talk to. So someone would have to make parts of the map in advance, send them to the cutscene maker who'd make the cutscene and send it back.. which is more hassle than in a community idea where 1 person would handle everything that takes place in 1 village and sends it to the next D-Modder to add something else (ie, a completely new and separate area).
So ehm, like I said, I think this idea requires more planning (and thus less likely for it to work) than the original community D-Mod idea (which sadly also didn't work as of yet).
Long post
