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Topic: [GENERAL] Blank Design Doc |
| UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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| Danijel.K~rb |
General Member Since: Dec 23, 2006 Posts: 24 Last: Dec 23, 2006 [view latest posts] |
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| Alienchild~rb |
General Member Since: Dec 23, 2006 Posts: 16 Last: Dec 23, 2006 [view latest posts] |
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| Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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| UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Monday, Jan. 27, 2003 05:12 pm |
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Allright, I went through most of the design doc. Only thing I would change is to put the animation part seperately. We have a lot of new animations yet lots of them are general as well, so seperating it into a seperate chapter seems appropriate to me.
Mac, we are using forums and design documents at the same time, but since we got about 20 people in the team and everything is starting to get real messy, even though we have seperate forums for each part of the mod (modelling, coding, ...)
Apart from that, it is real hard for new people that join the team to figure out what exactly is going on. At this moment our design stuff is almost everywhere, and the design docs are seperated into different documents. Now I can cut-paste the stuff into this doc, and it'll have all the info.
Once that is done I gotta make sure that it stays updated ;-) |
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| Stannum~rb |
General Member Since: Dec 23, 2006 Posts: 428 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Monday, Jan. 27, 2003 08:37 pm |
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| Quote (Lacutis @ Jan. 27 2003, 10:39 am) | Good thread!
Gotta love those Team rXn guys! ;) |
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| Danijel.K~rb |
General Member Since: Dec 23, 2006 Posts: 24 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Monday, Jan. 27, 2003 11:32 pm |
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| Quote (UniKorn @ Jan. 27 2003, 11:12 am) | | Mac, we are using forums and design documents at the same time, but since we got about 20 people in the team and everything is starting to get real messy, even though we have seperate forums for each part of the mod (modelling, coding, ...) |
well the mod i'm working on doesn't even has close to 20 people hehe so surely the amount of work to coordinate thoose 20 people is alot higher than the few i have
well on the other hand i think most mod teams doesn't need an big design document they need an good team and its quite to find pro level people who want to contribute some private time beneath their daily live and i'm quite picky when it comes to choose new members.. biggest problem overall is still that the q3 comunity lacks skilled coder.. i know alot of them but they are all occupied..
back to the topic .. i took a look at the doc and it seems very nice and could help people out for starting their doc.. but
aimed at the newbies out there..
1) youre doc doesn't need to be 100 pages long 2) short it to the max, keep descriptions as short as possible and clear to understand 2) use this empty doc as an example not an guideline 3) don't force yourself to fill out every category, it all depends on ure mod 4) u can easily create an ddoc in form of an forum and it has alot of benefits. - easy discussions about topic and following pruning - use of sticky/pin options to mark final descision - use of admin functionalities to short discussion "to the max" - easy print functionality (most boards support that) - search function !!!
an addition to the distribution of this empty doc file.. if u don't have word to open it i suggest to dl the free "open office" app, its an great office package (successor of star office) and free 
well at the end the most important thing during developement is discussion.. if on a forum, irc, icq, VoIP or whatever...
well i wish everyone out there best of luck with your projects and now back to work guys go go go |
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| Stikifinga~rb |
General Member Since: Dec 23, 2006 Posts: 20 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Wednesday, Jan. 29, 2003 06:10 am |
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Excellent resource. Well done.  As well as a design doc, mod teams should also protect themselves from those inevitable little ego disputes that seem to crop up along the way. I think just about every mod team suffers those right? Our uber coder "Commando" wrote up rules for contribution to the ToD team both from team members and from other contributors. These rules were then agreed on by our team and after they had their first 'baptism of fire', they were offered to the whole HL mod community. I recommend that you guys go to the ToD teampage and scroll to the bottom to take a look. It's worth while to develop like rules for your own mods and you're free to use these rules as a guide for that. Rules such as this serve well as a base point should any arguments arrive. I've seen to many teams suffer big setbacks because of the ego of a single person. Protect yourselves now.  |
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| Stikifinga~rb |
General Member Since: Dec 23, 2006 Posts: 20 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Wednesday, Jan. 29, 2003 10:03 am |
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Lol, if they were identical in design and progress I'd wonder about team members playing the field if you know what I mean. ;) Maybe they're both working off the same design document but one team has to do it secretly. Yes, definitely the more organised would be better. I'm completely with you on this one Lifer as regards to having everything in one resource.  Especially for large teams but even for small teams the doc can help to keep people focused. As for recruiting, the forums and webpage only show of artwork but a complete design doc can tell you if the coders have full control of the situation as well. That's the greatest advantage that I can see. Mods aren't all just models and levels, true innovation requires more than just vision, it requires people who have a good grasp of what it takes to get the job done. Those people are rarely the art/design side of the team. (Don't flame me.... I'm a mapper too. You all know it's the truth!) There is a consideration though about how much of a design doc you might want to be seen outside the team. Surely, you wouldn't send your complete design doc to just anyone who wanted to join and mod teams don't always have the resources to go through a design doc and produce a publicly releasable version every month. If you did go releasing your design doc, what happens if you bring in (for example) and AI coder and he/she says that what you've got in the design doc is unreasonable. Do you cut down and then try to explain it to the public? It's a bit hard to get people over the net to sign NDA's and you'll never know much about that person until they join anyway right? The benefit inside the team is obvious but maybe that example is more suited to a face to face environment rather than over the net. One more question; Do design docs ever include or include references to concept art? |
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| UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Wednesday, Jan. 29, 2003 09:54 pm |
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I'm rewriting your stuff into webbased pages. (handwritten, no word-export) Then it is easier to add images to it  And I would definetely go for the team with the best organization ;-) |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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