On "Isle of Croth" I sort went and made it up as I went along. All I started with was the idea of having zombies running around and some references to Lovecraft.
With "Stone of Balance" I had a loose overall plan of having 6-7 quests each centred around a stone. I did a story outline for all parts, but some were more detailed than others (ie stories 1, 3 and 6). I found that I'd add things as I went along, but I'd work in stages. Map a section up until a certain plot point or end of major quest, add sprites and then scripts, debugging as I go.
If I ever do another DMOD I would plan it out as a timeline/flow chart with changing variables, graphic and script requirements - all done on paper before touching DinkEdit.
: Hi. How do you create dmods? Before actually starting to create the mod, do you make the plot or story line or something? Do you first create the map and then sprites.. in some kind of order?
: Or do you just go on and make what comes in your mind? (Like me)
Yeah, that's basically what I do. (which may have something to do with why my d-mod isn't down after almost three years.) I came up with a very general plot outline, plus a few scenes in more detail (eg what dink most do to defeat the boss) and just started building. I do the land first, obviously, but not the whole world at once.
That said, I think the more detail you plan the plot in ahead of time, the better. But you can always expect to make some changes as you go, when things don't work like you expect, aren't fun as sedigned, etc.
A good example is Mystery Island, you can download RTSoft's plan for it, and it's fairly detailed (considering the small size of the d-mod) but it doesn't look a whole lot like the final product.
: Hi. How do you create dmods? Before actually starting to create the mod, do you make the plot or story line or something? Do you first create the map and then sprites.. in some kind of order?
: Or do you just go on and make what comes in your mind? (Like me)
: Plz reply, i'd really like to know.
I make the global lines of a plot, then create the world and populate it. Then the plot begins to create sidekicks... I made a quite big DMod now on Beta-testing stage.