WildWest Tutorial Map 01: Accums

I just put together this quick tutorial map to explain how Accums are used to create an Objective based map. Once all 3 boxes are destroyed, the Cowboys win.

Check out the full tutorial here, or grab the example map directly here.

A hard lesson – Modding

Here it is:  My MOD (Project Phi) has been on hold for nearly a year.  We were simply sinking beneath the weight of an endless task list without enough bodies to finish anything significant.  And after 2 years of development this was an especially hard lesson to learn, but invaluable nonetheless.

Biting off more than you can chew is arguably the #1 reason most MOD teams do fail.  As a start-up group of developers, its an easy circumstance to find yourself in.  Why think small, right?  I’ll tell you why:  You Will Fail.  Like so many others before me have advised, please take these lessons to heart (you have been warned):

  • Keep it simple, stupid.
  • Focus on making your game fun, first.
  • Refine your early game-play key elements, and often at that.
  • Get the bulk of your programming finished ASAP.
  • Gradually increase custom content as you move through beta tests, but remember, always start with stock content and focus your energy on what makes your game fun (and hopefully unique).
  • Aesthetics and polish should always be at the end of your list. Creating a unique game should never rest on the visuals your world offers.  What good is a nice looking game that is a bore to play?
  • Accept as much feedback, both internally and externally, as possible.  While most ideas might not be used, without this overflow of creativity, you will likely end up with something bland and tasteless.

So, with all of that said, I am taking in my own lessons and will be methodically re-sculpting and re-scaling the Project Phi MOD into something that CAN be completed.  Instead of an Intricate Single Player Episodic Saga, we will create a Multi-Player Demo of one map (for starters).  This will drastically cut down the asset list, and also draw a larger interest from the online gaming community.  Secondly, and on the same note, we will be moving from the Source engine to Unreal Engine 3.  This should provide a clean slate to rebuild from, bump up the tech, and entice more gamers and developers alike into checking out something made on an engine that isn’t over 5 years old (at its core).

That is the plan.  I plan on documenting my progress using the Unreal 3 platform, and its differences to the Source engine.  Wish me luck!

Welcome

I’m nearly done transferring (and updating) all my content from the previous site.  With this new site, I have 3 main goals:

  1. Keep a journal of my mapping activities.
  2. Promote my Portfolio for a Level Designer position in the Gaming Industry.
  3. Stay on top of my older Tutorials and continue to create new Tutorials.

And of course, to allow a greater interaction with mappers. :)
I hope you enjoy the site!

-shLep

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