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Jewel Runner
I have no modding experience, but I have some cool mod ideas and I'd like to learn. I'd be happy to take on some menial labor to learn the ropes.
If it all works out, it would be great to combine the two, if you are game for that.
That is a good idea; you might also be interested in this
I think you're looking for a repository of modding knowledge. A suppository of modding knowledge might be... painful.
On topic, hopefully Civ 5 will have a good level of documentation for modders, it'd certainly help mods get off the ground.
Can't agree. I've seen a lot of people who come up with a kinda neat mod idea, but have no idea as to how to transfer that to actual gameplay (i.e. make it fun). And a lot who come up with ideas that aren't even neat. Design is very important. No code-monkey can make a bad design good (if he can, he's no mere code-monkey
1 modder, 12 months != 12 modders, 1 month.
I tell you this from much personal experience.
Part of the point is that the people who'd rather code can code, rather then come up with all the ideas on their own.
Paying people I find kind of silly. Modding is a labor of love, not a job. If an artist wants to post the models they made working on a leaderhead (although now more like leaderbody with the new CivV graphics), then they can go ahead and do that. I am not paying anybody to mod, nor expecting them to pay money to mod.
Oh, I totally agree that many people are terrible designers. A good design is *simple*, most projects suffer from terrible feature creep. I think the most important job for a designer is to know when to say NO; 90%+ of ideas should probably never be implemented.
All I meant was - I find it massively easier to come up with a good design that can be implemented practically than to actually do the codework myself (see my work on Dune Wars, where I created the civics, tech tree, religions designs and much of the unit design, and some other design, but basically none of the coding, and none of the art).
For example, we have a full and complex design in existence for Warhammer Fantasy, but haven't had sufficient time from coders to get the mod finished, and the team lead has changed several times.
But its hard to have separation between design and project lead/coding. I can easily create an entire project design on my own (and incorporating good workable suggestions), but its not fair to expect other people to implement fully ideas that aren't theirs.
And a project can't work without a team lead with more technical competence that I possess, and yet the team lead needs to be the person who is most dedicated to the vision for the mod.
It just doesn't work when the designer is more dedicated to the mod than the people actually implementing it.
e) New world imperialism/colonization.
QFT. I especially noticed the temptations in PIG Mod (though possibly replacing your "implemented" instead with "included", because for all intents and purposes it's a compilation mod). One thing to remember though is there are always going to be people who think you go too far and people who think you don't go far enough. One can't satisfy all requests.I think the most important job for a designer is to know when to say NO; 90%+ of ideas should probably never be implemented.
First of all, good (big) mods don't get done in a month, no matter how many people are working on it.
Second, it's highly likely that the majority of those 12 mod ideas are not interesting enough to the majority of the modders. When modders are not motivated enough, they won't do great work.
So stop this.
Good design is easy.
Getting code-monkeys willing to implement someone else's genius... now that's hard.