I DONT WANT THIS SPAM MAIL ANYMORE

> Date: Wed, 19 Aug 2009 12:02:35 -0700
> From: gear....@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tons  
> of data.
> 
> Stay on Topic.
> 
> On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote:
> 
> > For a full conversion 3-4 (maybe even 5) coders is acceptable but the
> > majority of mods really don't need as many coders as they try to get.
> >
> > Generally I learn the bit of the SDK I'm about to work on, for a bit
> > before I start work instead of learning the whole thing.
> >
> > By doing gameplay and logic first (the bit I'm best at IMHO) I can get
> > a fun and playable mod. While the 2D and 3D artists are at work during
> > the art pass on the mod I can get to grips with visual coding;
> > particles and vgui for example.
> >
> > I generally look through the code for 30 mins and test some things
> > out. If I cant find what I'm looking for I ask for a pointer in the
> > source coding forums or on here. That usually solves the problem for
> > me.
> >
> >
> > 2009/8/19 ZuM <eduardo...@gmail.com>:
> > > Well, one coder to develop a total conversion mod for a game in my
> > opinion
> > > is a small number. There are a lot of ground to cover and also most of
> > the
> > > people work full-time and develop the mods on their free time, so it's
> > not
> > > unreasonable to have 4-5 coders...
> > >
> > > Also this way everybody can specialise on some parts of the SDK instead
> > of
> > > being a Jack-of-all-trades.
> > >
> > > 2009/8/19 Harry Jeffery <harry101jeff...@googlemail.com>
> > >
> > >> @ Richard
> > >>
> > >> I learn by reading through the code and experimenting. Sometimes there
> > >> are previous implementations I can use for reference. If someone wants
> > >> to help a newbie by mentoring them that's great. I just feel that
> > >> while being mentored the newbie should concentrate on becoming
> > >> competent with the engine by prehaps making a smaller experimental mod
> > >> rather than tagging along with a mod team that already has a coder.
> > >> Learning by doing is far better than watching.
> > >>
> > >> @ Adam
> > >>
> > >> Sure, they would. That's how I started working for Nightmare House 2.
> > >> It was on the verge of death because Hen couldn't get a coder to
> > >> finish the work he needed done who wasn't asking for money. While
> > >> working on that mod I learnt a lot.
> > >>
> > >> I'm also working on a fully fledged surf mod (CSS style surfing) It
> > >> uses a point system similar to those found in skateboarding games.
> > >> Implementing something like that only took me a couple of days at most
> > >> on my own and I'm not exactly a highly skilled coder.
> > >>
> > >> Anyway, my point is all these new mods start asking for 2-3 coders
> > >> right off the bat and trying to pull a big team together. From
> > >> experience it's far better to have just 1 coder to get the gameplay
> > >> working and then maybe bring in a second for bugfixing and polish if
> > >> necessary.
> > >>
> > >> I just feel mods having several unnecessary coders sets a bad example
> > >> to newbies and is a bit unfair on mods with a great team that just
> > >> cannot get hold of a coder to do some simple changes to the game. By
> > >> having each mod take only what it needs from the hl2 modding community
> > >> it would give other mods with lots of potential a better chance of
> > >> being completed and released.
> > >>
> > >> _______________________________________________
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> > >> please visit:
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> > >>
> > >>
> > > _______________________________________________
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> > please visit:
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> > >
> > >
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> 
> 
> -- 
> Gear Dev
> _______________________________________________
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