What way do you find best to create a mod?

Montez

So Old I'm Losing Radiation Signs
I've decided to try making a mod again, and while I was trying to plan it all out I started wondering what methods or procedures other people use when creating theirs, and if there were any "best" way to go about it. So, what do you guys do? Do you have a set procedure that you follow rigorously, like mapper->editing->scripting, etc? Do you just improvise, doing whatever grabs you as most interesting at the moment? Do you create a whole design doc ahead of time, or just keep it in your head and "go with the flow"? Is there a "best" way to do things, or does it not really matter? I'd love to hear anyone's thoughts on this. This is half looking for advice and half plain curiosity on how everyone approaches mod-making.
 
If you want to create new content ... one easy way to get started is open up the arroyo maps in the mapper and delete the existing stuff but leave the exit grids intact. Then you can place new tiles, walls, criitters, etc and you have several maps that are already connected. I'm sure the big mod teams create design docs, but you could easily make a small mod (mini game?) without one. It makes sense to me that maps are made first (sans items and critters), then any new items and critters made and placed, then finally scripting applied.
 
I used a mix of all that, Montez.
I invented general setting and plot/subplots, then a few important characters fit for the setting. Plot influenced characters and vice versa. This included a document, but not a higly detailed one. I add/edit both quests and characters on the run. I don't recommend this for medium/huge sized mods. Maps came thereafter. I filled my maps with critters and then started scripting.
I added new protos (items/scenery) while scripting: I can't draw, so I had to learn how to operate a 3d program. Since I'm not a professional programmer scripting is the hardest part: making new items and trimming maps save me from going nuts... And therefore allow me to keep working on my project.
A final note : the method I used was mainly dictated by the fact that when I started I was a complete computer illiterate. Apart from personal preferences, I think you should use a method allowing you to get the best from what you know, and learn the rest you need at your own pace.
(Sorry for the long rambling) Have a nice time, Montez.
 
Code:
Do you have a set procedure that you follow rigorously, like mapper->editing->scripting, etc?
It is the natural way that you must start with mapping/dialogs and then if you have some maps you can start scripting.
But it is very bad idea to first do all maps and then do all the scripting.
The reason is that most people likes mapping a lot(it's visualization of your project), and hates scripting(creating 30 - 50 scripts at once is not a fun at all).
So the best way is to do some maps (1- 3) and then script it, then you have something full working to show (as Demo), you get feedback and energy to continue working.

If you're one man team then you don't need big doc i think(well i use some small docs on quests).
 
Do what you do best, and hope that someone will come along and do the rest. :)
That's my way. modeling, drawing, painting, texturing.... maybe one day will someone come along a do the scripts for me :)
 
1.Planning everything- story,setting,towns,npc's and everything else you'll need
2.Mapping
3.create artistic assets
4.Script the damn thing.

Basically,the creating process is a 2 step forward-1 backwards procedure so don't stick too strictly on it.
 
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