Some of us have already started to work on preparations for their mod-ideas, as I did also. What would be interesting (for me and maybe others?) is… how do you approach such a project?
Most people have started with design work in Qubicle. However, it is not visible what is going on behind the scenes. Two exceptions there might be. Obviously Tobias has started to work on some tools to support his future work and allow for easier animation of his Norse. GrimMethod has started to think about and create a tree with relationships between the professions.
Personally, what I have started with is a simple text-document which includes my ideas for the mod:
- “Design Principles” (e.g. the mod should utilize existing assets and add complexity)
- Key features of the mod
- Overview of required and involved professions (incl. if I need a new one)
- Overview of required and involved resources (incl. if they can be expected to be already in the game, like wood)
In a second step I have tried to translate this text-file into a chart which brings the professions and resources into relation. As a next step I try to go through the different components and e.g. design items where I do not expect them to be in the game.
What are your thoughts and maybe approaches?