Travel to Cyrodiil
please can all the team look in "the plan" and comment on relevant topics.

Mod creation technique

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Mod creation technique

Post  Jacen on Mon Nov 28, 2011 11:22 pm

On nexus forum you wrote you will be creating block by block. Using invisible walls you can limit the acces to the "empty" blocks gradualy expanding from existing land. Also allowing other modders to use your mod for creating quests and content in cyrodiil will greatly expand the playability of the mod.

How i see this mod creation progress:
1. Block is finished (landscape, npcs, quests).
2. Beta relesed (other modders create quests, npcs, etc) (closed or open beta for other modders primaraly).
3. Fix the block bugs, integrate other modders content.
4. Beta 2 relesed (open more for bug testing).
5. Fix bugs, merge with existing part, relese the new version. goto 1.

This model gives you an opportunity to create more sophisticated and large mod (more of a DLC), keep bugs to a minimum and give the players an opportunity to play your mod sooner rather then later. Main problem with large mods for Oblivion and Morrowind was it took too long to create and a new game in the series came out, thus destroying the mod.

Concerning the "main" quest line: It cold be integrated into expantion of the world. For example when a new part is complete pc should travel there by quest (traveling with a quest npc from village to village (smth like in Diablo II different act diferent city)).


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