How To Make A Mod That Doesn't Suck
Mar 1, 2019 9:31:50 GMT
Seigneur Des Dragons852, Sheepocalypse, and 3 more like this
Post by 剣と盾 on Mar 1, 2019 9:31:50 GMT
So I've been mostly noticing that few members make mods, and the ones who try to or do tend to be inadequate.
Let me, the person who is actually struggling myself to make average mods, walk you through therather painful not-so-arduous method of making a mod that doesn't suck.
NO.1: Basic Goals/Where To Begin
The simple goal of a mod is to complete it, right? Well, yes. But thinking of it as one simple goal entirely is one way to fail.
If you're making a mod, at least have a general idea of where to go, and what to do.
Before you just jump in thinking you're going to make the next high quality mod, stop right there.
It isn't easy, and the lofty ideal of you making the next KOTH/DRTPIAB/CMZM or whatever will be your downfall.
(especially if you revolve your mod around already there concepts, or TV shows/movies and the like)
A good general focus is level design. As most mods focus on making a new experience for the player, level design is the way to go.
Do not focus on superfluous nonsense like particle effects, fonts, and UI design, and story, that'll only make your workload worse.
Level design is one of the most important aspects of most mods, as they aim to create a new experience for the player.
Since this is likely your first mod, try aiming for a standard, like 25 maps, 88 levels or smaller, then if optional, work on graphics and sounds.
At that point, you should have a clear idea of where you want to go, and how you want things to be done.
For extra organization, create a level list, and add levels one at a time until you're satisfied with it.
This should help you have an idea of what to do, you do not have to follow these to the exact letter, but it'd help at least reading SOME of it.
NO.2: Now that you've set the foundations...
In this step, I will go indepth on what is generally the first goal, level design.
You do not need to work on all the levels in order as it's not recommended, because if you get stuck on ideas for a level, you're stopping yourself from moving on. If you can't think of anything, just skip it and come back to it later.
Another tip to remember is first impressions matter. I wouldn't recommend your first level being this:
*picture may be exaggerated*
Reason why? A) That'd be an awful level to present to new players, B) good luck balancing that thing, and C) it looks ugly.
While making a good level is hard, making a bad one is so easy, anyone can do it. If anyone can do what you with less effort, rethink your approach and try something else.
But back on the topic of first impressions, it's not only the first level that matters, it's the first 3 stages. While the extra levels are usually cooler than the regular ones, don't siphon all your effort into them. Otherwise people may get bored before they even get to the good stuff! The opposite is also true, wouldn't want the gameplay bogged down by boring additions that are easier than the regular levels.
When you have a decent amount of maps done, the tricky part is playtesting and balancing them.
The tricky part comes in because of the genre of the game itself. Some levels may be easier/harder than others due to how lucky you are (or not!)
But that isn't always the case. Some levels are easier to balance than others. In saying that, I would like you to tell which level would be easier to balance.
*pictures are still exaggerated*
Regarding both levels, the level on the right would be harder to balance. As it is innately designed, despite it's length, with slowness in mind to be a fair level due to the enclosing nature of the paths.
The level on the left wouldn't be as hard as the design enables faster speeds and has a decent length and an accessible danger zone, meaning that one single powerup would not mean you pass or fail the level.
It all depends on how you design levels that overall makes the balancing job easier or harder on yourself. Overreliance on one set of tricks like inaccessible danger zones, overly short paths, or inhumanly fast speeds, even the combinations of the three will handicap yourself when not used sparingly or properly.
Speaking of gimmicks, levels can have those as well, which can also affect balancing. Removal of certain powerups, say lightning on a level heavy with verticals would likely have to have a tradeoff, like a slower speed, or more clustered color groups. The inverse is as this: A level's gimmick can have only two colors, which would be far too easy. To balance this to be a challenge, you would make the spheres a lot faster to accommodate that.
The handling of certain maps and their unique traits when done well can make playtesting much easier as you wouldn't have to continually buff/nerf a level until it is just right.
The key to balancing is to make sure a level can be completed without you having to luck out to win, or the game essentially telling you "You're not winning this, son.". If you can at least complete the level twice in a row without the game either screwing you over due to bad luck, or you miraculously getting saved by a stray reverse, scorpion, or lightning bolt.
This part of the game, (creating and playtesting maps and each level) may be a tedious process, but in order to create a mod that doesn't suck, you gotta be willing to put in the time and effort.
NO.3: BACKGROUND DESIGN
While the hardest part may be over with, testing the levels and all that, unless you haven't made a good enough background for them, you can't just send them out already!
Hey, newsflash: Black background/white line maps, lines on grids, and just google images aren't pretty. They also have no effort backed behind them either.
"buuuuut skylarrrrrr making a background is so hardddddd" No, it's not.
If you want something passable, albeit generic, try these tutorials for basic themes (in paint.net) for a level by Elder God of Salt
spherematchers.proboards.com/post/16593/thread
It's not that hard to do, but this is just the basics. Experiment with other plugins and paths as well.
If you have other games as a source of decoration, use those wisely and with great variety to bolster your backgrounds.minor nitpick: animated sprites as static images look ugly. Don't do it.
It is okay to use other games as a source for backgrounds if you have trouble making one yourself.
Just at least remember to be yourself doing it. And that leads us to...
NO.4: What is the line between inspiration, emulation and outright plagiarism?
oh dear this is a tricky beast to tackle
Of course, when a mod is seen as high quality, you would be inspired by it's style. And you would try and replicate that to the best of your ability. I've done it, and there is no shame in admitting it, and at least trying to vary it up in your own way so that this doesn't happen as often.
Though, there really isn't a clear cut difference between blandly imitating and emulating to the best of your ability. And bland imitators often run into the cluster-baa- hydra that is plagiarism. It's pretty obvious to spot it in writing, like with mod stories and the like, it isn't as obvious with graphical styles. While a mod might be trying to copy one of yours, it's sometimes best to let it be unless the problem isn't addressed or being solved.
To those who don't have an original bone in their body, at least try and make yourself stand out from the imitators instead of striving to be biggest ripoff artist. While the saying "good artists copy, great artists steal" is in effect, taking those words in a literal sense often gets you back where you started.
If you want to stand out, figure out why these levels are called high quality and good, and try something like that. You'll most likely find that being different can be a minefield, but can yield much better results when you successfully break a comfort zone and try something fresh, this is where inspiration and emulation come in.
Of course, there's nothing stopping you bar public approval if you just imitate blandly and terribly, just keep that in mind.
NO.5: The true key to making a mod that doesn't suck is...
Just actually put care into what you're making. Mindlessly crapping out levels is no way to make a mod, much less a game. Put some thought into your original levels and not let them fall victim to bad design. Try thinking of ideal spots for powerups, strategic places for tunnels, areas for coins, etc. Use the game's features constructively and to the best of your ability!
Here's some warning signs if you've done this and your mod is looking like it's about to suck.
- If a core game mechanic turns into a punishment, it's best to rectify it if you are able, like overly fast levels in Tumblebugs turning the superbug into your greatest enemy, or Luxor's color algorithm being the leading cause of death.
- If you find your life count dwindling far too quick early on, balance those levels, nerfing doesn't mean you suck.
- If your background design annihilates people's eyes or is just plain ugly. Redoing a level could be for the better.
- If you think you're seemingly pumping out levels too quickly, take a second look at them and see if they compare.
- If you have an overabundance of lives, that's okay, but try replaying the levels and see if they are a bit too easy.
- If a level takes an absurd amount of time to complete, dial it back. Levels should have a recommended time of 4 to 5 minutes, marathon levels are not good.
- If you omit credit from people who actually took the time to make the stuff for you to use. It's as easy as typing their name in and crediting them for what they have made.
- If you use ironic jokes as a crutch for actual content. Irony is not something everyone will understand, especially to some target audiences.
And the best way to make a mod that doesn't suck is to have fun doing it, if you torture yourself, what's the point?
disclaimer: this guide may not work, all pictures are still exaggerated and owned by me, not all mods are created equal, try to make yours stand out from the rest in a positive way
Let me, the person who is actually struggling myself to make average mods, walk you through the
NO.1: Basic Goals/Where To Begin
The simple goal of a mod is to complete it, right? Well, yes. But thinking of it as one simple goal entirely is one way to fail.
If you're making a mod, at least have a general idea of where to go, and what to do.
Before you just jump in thinking you're going to make the next high quality mod, stop right there.
It isn't easy, and the lofty ideal of you making the next KOTH/DRTPIAB/CMZM or whatever will be your downfall.
(especially if you revolve your mod around already there concepts, or TV shows/movies and the like)
A good general focus is level design. As most mods focus on making a new experience for the player, level design is the way to go.
Do not focus on superfluous nonsense like particle effects, fonts, and UI design, and story, that'll only make your workload worse.
Level design is one of the most important aspects of most mods, as they aim to create a new experience for the player.
Since this is likely your first mod, try aiming for a standard, like 25 maps, 88 levels or smaller, then if optional, work on graphics and sounds.
At that point, you should have a clear idea of where you want to go, and how you want things to be done.
For extra organization, create a level list, and add levels one at a time until you're satisfied with it.
This should help you have an idea of what to do, you do not have to follow these to the exact letter, but it'd help at least reading SOME of it.
NO.2: Now that you've set the foundations...
In this step, I will go indepth on what is generally the first goal, level design.
You do not need to work on all the levels in order as it's not recommended, because if you get stuck on ideas for a level, you're stopping yourself from moving on. If you can't think of anything, just skip it and come back to it later.
Another tip to remember is first impressions matter. I wouldn't recommend your first level being this:
*picture may be exaggerated*
Reason why? A) That'd be an awful level to present to new players, B) good luck balancing that thing, and C) it looks ugly.
While making a good level is hard, making a bad one is so easy, anyone can do it. If anyone can do what you with less effort, rethink your approach and try something else.
But back on the topic of first impressions, it's not only the first level that matters, it's the first 3 stages. While the extra levels are usually cooler than the regular ones, don't siphon all your effort into them. Otherwise people may get bored before they even get to the good stuff! The opposite is also true, wouldn't want the gameplay bogged down by boring additions that are easier than the regular levels.
When you have a decent amount of maps done, the tricky part is playtesting and balancing them.
The tricky part comes in because of the genre of the game itself. Some levels may be easier/harder than others due to how lucky you are (or not!)
But that isn't always the case. Some levels are easier to balance than others. In saying that, I would like you to tell which level would be easier to balance.
*pictures are still exaggerated*
Regarding both levels, the level on the right would be harder to balance. As it is innately designed, despite it's length, with slowness in mind to be a fair level due to the enclosing nature of the paths.
The level on the left wouldn't be as hard as the design enables faster speeds and has a decent length and an accessible danger zone, meaning that one single powerup would not mean you pass or fail the level.
It all depends on how you design levels that overall makes the balancing job easier or harder on yourself. Overreliance on one set of tricks like inaccessible danger zones, overly short paths, or inhumanly fast speeds, even the combinations of the three will handicap yourself when not used sparingly or properly.
Speaking of gimmicks, levels can have those as well, which can also affect balancing. Removal of certain powerups, say lightning on a level heavy with verticals would likely have to have a tradeoff, like a slower speed, or more clustered color groups. The inverse is as this: A level's gimmick can have only two colors, which would be far too easy. To balance this to be a challenge, you would make the spheres a lot faster to accommodate that.
The handling of certain maps and their unique traits when done well can make playtesting much easier as you wouldn't have to continually buff/nerf a level until it is just right.
The key to balancing is to make sure a level can be completed without you having to luck out to win, or the game essentially telling you "You're not winning this, son.". If you can at least complete the level twice in a row without the game either screwing you over due to bad luck, or you miraculously getting saved by a stray reverse, scorpion, or lightning bolt.
This part of the game, (creating and playtesting maps and each level) may be a tedious process, but in order to create a mod that doesn't suck, you gotta be willing to put in the time and effort.
NO.3: BACKGROUND DESIGN
While the hardest part may be over with, testing the levels and all that, unless you haven't made a good enough background for them, you can't just send them out already!
Hey, newsflash: Black background/white line maps, lines on grids, and just google images aren't pretty. They also have no effort backed behind them either.
"buuuuut skylarrrrrr making a background is so hardddddd" No, it's not.
If you want something passable, albeit generic, try these tutorials for basic themes (in paint.net) for a level by Elder God of Salt
spherematchers.proboards.com/post/16593/thread
It's not that hard to do, but this is just the basics. Experiment with other plugins and paths as well.
If you have other games as a source of decoration, use those wisely and with great variety to bolster your backgrounds.
It is okay to use other games as a source for backgrounds if you have trouble making one yourself.
Just at least remember to be yourself doing it. And that leads us to...
NO.4: What is the line between inspiration, emulation and outright plagiarism?
Of course, when a mod is seen as high quality, you would be inspired by it's style. And you would try and replicate that to the best of your ability. I've done it, and there is no shame in admitting it, and at least trying to vary it up in your own way so that this doesn't happen as often.
Though, there really isn't a clear cut difference between blandly imitating and emulating to the best of your ability. And bland imitators often run into the cluster-baa- hydra that is plagiarism. It's pretty obvious to spot it in writing, like with mod stories and the like, it isn't as obvious with graphical styles. While a mod might be trying to copy one of yours, it's sometimes best to let it be unless the problem isn't addressed or being solved.
To those who don't have an original bone in their body, at least try and make yourself stand out from the imitators instead of striving to be biggest ripoff artist. While the saying "good artists copy, great artists steal" is in effect, taking those words in a literal sense often gets you back where you started.
If you want to stand out, figure out why these levels are called high quality and good, and try something like that. You'll most likely find that being different can be a minefield, but can yield much better results when you successfully break a comfort zone and try something fresh, this is where inspiration and emulation come in.
Of course, there's nothing stopping you bar public approval if you just imitate blandly and terribly, just keep that in mind.
NO.5: The true key to making a mod that doesn't suck is...
Just actually put care into what you're making. Mindlessly crapping out levels is no way to make a mod, much less a game. Put some thought into your original levels and not let them fall victim to bad design. Try thinking of ideal spots for powerups, strategic places for tunnels, areas for coins, etc. Use the game's features constructively and to the best of your ability!
Here's some warning signs if you've done this and your mod is looking like it's about to suck.
- If a core game mechanic turns into a punishment, it's best to rectify it if you are able, like overly fast levels in Tumblebugs turning the superbug into your greatest enemy, or Luxor's color algorithm being the leading cause of death.
- If you find your life count dwindling far too quick early on, balance those levels, nerfing doesn't mean you suck.
- If your background design annihilates people's eyes or is just plain ugly. Redoing a level could be for the better.
- If you think you're seemingly pumping out levels too quickly, take a second look at them and see if they compare.
- If you have an overabundance of lives, that's okay, but try replaying the levels and see if they are a bit too easy.
- If a level takes an absurd amount of time to complete, dial it back. Levels should have a recommended time of 4 to 5 minutes, marathon levels are not good.
- If you omit credit from people who actually took the time to make the stuff for you to use. It's as easy as typing their name in and crediting them for what they have made.
- If you use ironic jokes as a crutch for actual content. Irony is not something everyone will understand, especially to some target audiences.
And the best way to make a mod that doesn't suck is to have fun doing it, if you torture yourself, what's the point?
disclaimer: this guide may not work, all pictures are still exaggerated and owned by me, not all mods are created equal, try to make yours stand out from the rest in a positive way