Posted: Sat Jun 23, 2012 12:46 am Post subject:
Rise and Fall[RA2/YR MOD:RECRUITING]
Subject description: A New World Era
Hello, I was wrong working on a very advanced mod projects so I would like to start a new project but now a more friendly for a newbie like me.
Rise And Fall A New World Era
About Rise and Fall is a semi-conversion mod for RA2/YR, there will be major changes in gameplay though like a new strategies in order to defeat your opponents in these unknown world.
Story
Centuries after the modern period of humanity, countries begun to fall and give birth to new nations. In the process, celestial events occurred that shaped the known world and in order to survive they should find a new way to overcome these unknown problems of diseases, energies and beyond.
Advanced Technologies had bin left behind and became a mystery or ruin to the next generations, new nations in the new world era begun to stand against each other for survival.
Features
-New Campaign
-New Mechanics
-New ways to start and finish a battle
-New countries
-New units and structures
-Unknown disasters occurs randomly
Look & Feel Rise and Fall was planned to have a steampunk visuals with stunning effects and events, epic orchestral musics are also available to add more pleasure and motivation for players to survive the global conflicts in the new world.
Countries
-Exec
A nation who seeks global alliance and ways for surviving a devastating new world environment. They poses new technologies to defeat threatening wars.
-Haiba
A religious nation who posses unknown technological advantages that can totally change the world. They aren't that stable to overcome the new world.
-Irae
The nation who started the global war who seeks to conquer the new world. Not so advanced technologies but can almost destroy a country and stable enough to survive the new environment.
Structures:
-Command Center - Con. Yard
-Electrolysis Plant(Requirements:Command Center)
-Oxygen Vent(Requirements:Electrolysis Plant)
-Hydrogen Plant(Requirements:Electrolysis Plant)
Acts as a Power Plant
-Barracks(Requirements:Hydrogen Plant)
-Aircraft Factory(Requirements:Barracks)
List in-progress
Development Team:
I am current the only one working on the voxels, designs and coding, I am looking for the following...
-Voxel Artist
-Shp Artist
-Coders(Experienced is way better)
-Map Maker
-GUI Artist
-EFX Atist
Have any question regarding to this project? Feel free to post them here! _________________ Last edited by gamefreak11221 on Sat Jun 23, 2012 5:32 am; edited 1 time in total QUICK_EDIT
Posted: Sat Jun 23, 2012 2:46 am Post subject:
Re: Rise and Fall[RA2/YR MOD:RECRUITING]
gamefreak11221 wrote:
Development Team:
I am the only one and I am looking for the following...
-Voxel Artist
-Shp Artist
-Coders(Experienced is way better)
-Map Maker
-GUI Artist
-EFX Atist
Have any question regarding to this project? Feel free to post them here!
It's great that you know 1 person would have a tough life making a total-conversion.
But this is mostly the same, except you pretty much need a whole team, I mean, what is your job? Looks like they're all listed.
Anyways, some much needed development should be put into this, included planning each unit, side, visual effect, etc. BEFORE you start asking for a team. And what is EFX? VFX? GUI artists are hard to come by.
At the moment, I HIGHLY doubt anyone will join you with some true coding talent without seeing you more organized; Just some crucial feedback.
TL;DR I know. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I'll be working on the desig, voxels and coding.Can't ya wait to update the information? There are time limits in using computer at home for some reasons, that is why i'd just wrote the main idea of the mod. I'll do tbe information you've asked later. Just gonna finish some school stuff _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jun 23, 2012 8:36 am Post subject:
And meanwhile all the stuff I'm struggling with is merely cameos...
Take MLEP for unknown disasters.
What is EFX?
Also, this isn't basic stuff. Basic would be to create a Whiteboy's Rules-like mod. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Even if by some miracle you got a team, your mod development will take years like many large projects in community, your better off preparing a skeleton build by adapting community assets to work out functionalities and differencies of each faction in gameplay first and various design philosophies behind them to narrow down the artwork paths and as mod leader, you will be doing bulk of the work yourself when everyone else gets lazy.
I would begin practicing/learning doing various parts of the work yourself or your mod die when people quit if you got some to join in first place that is. QUICK_EDIT
My mod's been going on for over 2 years now, and it's pretty skeletal and uses mostly public assets. "My best advice is start very basic, my mod's skeleton was built on a map mod I made and expanded on." I've had help, not any team members, or at least not anyone I think I would call team members dedicated to my mod. People here on PPM, Messenger, Email etc are the assets for my mods creation.
I think you need a skeleton more then you need a mod team.
As for claiming not to work on an advanced mod, what else do you call what your aiming for. A newbie mod is something very basic, your going to extreme's. Whenever you say you want to give the game a facelift your talking about an extreme mod, plain and simple, so do not call it basic.
I've tried helping people learn to mod, or even make their own mods only to have them quit when I didn't work for them.
"There is a learning curve to modding and a patience etc to it, not everyone is cut out for it."
This frustration has been felt by almost all the veteran modders of the modding community. I think you will be hard pressed to find a modder who doesn't have these facts on their mind, further any good talented modders these days is either working on their own projects, "like they have done so for years", continuing on their own team for a mod or moved on from modding in general. If you can stick around in community for a while and show dedication and progress then maybe someone will consider joining your mod.
"Don't lose all hope."
Most veterans while maybe unwilling to join your project might be willing to help you troubleshoot or fix problems you run into as you make your own mod. As Graion already pointed out your:
Features
-New Campaign
-New Mechanics
-New ways to start and finish a battle
-New countries
-New units and structures
-Unknown disasters occurs randomly
are already possible.
New campaigns can be done with NPATCH or ARES, same with mechanics, same with countries, same with units , and units voxels and shps from public assets, MLEP can get you Unknown disasters occurs randomly, I think MLEP might also help you with "New ways to start and finish a battle" with proper coding on your part.
Map makers are hard to come by, but there are any public asset maps which are available. Learning map structure can also be fun, so don't skip out as it's a potential asset you might need to fill on your project.
A coder is gonna want the most control over the mod, as its basically the blueprint or skeleton for a mod, if this role is not fitted by you, no matter how good the story this won't be your mod. It will be your mod, your story, their balance, their choices for codes, etc. If you try to assert control, they will ignore or quit on you.
That's basically my two pennies. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Exactly, Eric said it all.
Most modders design their own campaign because there is just no map maker there to assist or create it for them. Speeder in MO 2.0psi, Aro in Twisted Insurrection and numerous other mods use missions from their own mod leader.
I think I am one of the last map makers who volunteers to create missions for mods. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jun 27, 2012 7:42 am Post subject:
IMO first figure how to mod and realize what can you make after all.
Progress for something, then showcase, then talk. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
"My best advice is start very basic, my mod's skeleton was built on a map mod I made and expanded on."
It's not like mapping skills just go away, map makers just proceed to their own projects, I've always considered map making to be a staple before learning any other type of modding. Nothing like being limited to map modding to teach you the ins and outs of whats possible in an actual mod. Of course regular full time mappers exists as well in the community too. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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