Frictional Games Forum (read-only)
Living Memories - Total Conversion - Printable Version

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RE: Living Memories - Total Conversion - Adny - 10-20-2012

I was unaware those were "WIP" screenies. In my defense, they look fairly consistent with the end product screenshots of your previous mod, so the assumption didn't seem like much of a stretch to me. I'm glad to see you're putting more time into the mapping - good luck.

Don't stop until it looks better than the original game Big Grin

P.S. What's the deal with the "Testing Platform"? It seems like a lot of extra work when you could just be in dev mode to accurately test everything.


RE: Living Memories - Total Conversion - Shambles - 10-20-2012

Wait, when did we get a map nearly done?


RE: Living Memories - Total Conversion - Wapez - 10-22-2012

(10-20-2012, 12:11 AM)andyrockin123 Wrote: I was unaware those were "WIP" screenies. In my defense, they look fairly consistent with the end product screenshots of your previous mod, so the assumption didn't seem like much of a stretch to me. I'm glad to see you're putting more time into the mapping - good luck.

Don't stop until it looks better than the original game Big Grin

P.S. What's the deal with the "Testing Platform"? It seems like a lot of extra work when you could just be in dev mode to accurately test everything.
The testing platform let's everyone try the maps on different computers fast and easy.


RE: Living Memories - Total Conversion - xxxxxxxxxxxxxxxx - 10-22-2012

Quote: Also, 10 people seems like an awful lot for a mod team, considering the original game had less than 15 developers (and is much higher quality than this based on what I've seen). The more people you get, the more
likely it will far apart before you can publish a finalized version.
In their defense - while the Frictional team could work full time on Amnesia, these guys can only spend what free time they have on the project. So in a way a higher number of people could be justified, because each individual can contribute less man-days of work.

But I fully agree, the bigger the team the more organization you need to keep everything in order. So my suggestion would be to have one member be responsible for the project planning. Get time estimations from everyone, make a planning, set priorities, define milestones... Don't laugh, it really helps a lot from my experience.


RE: Living Memories - Total Conversion - Wapez - 10-22-2012

(10-22-2012, 01:08 PM)Hirnwirbel Wrote:
Quote: Also, 10 people seems like an awful lot for a mod team, considering the original game had less than 15 developers (and is much higher quality than this based on what I've seen). The more people you get, the more
likely it will far apart before you can publish a finalized version.
In their defense - while the Frictional team could work full time on Amnesia, these guys can only spend what free time they have on the project. So in a way a higher number of people could be justified, because each individual can contribute less man-days of work.

But I fully agree, the bigger the team the more organization you need to keep everything in order. So my suggestion would be to have one member be responsible for the project planning. Get time estimations from everyone, make a planning, set priorities, define milestones... Don't laugh, it really helps a lot from my experience.
Yes, I'm taking care of that. This far it's working out good since we have great communication via Skype.


RE: Living Memories - Total Conversion - Shambles - 10-23-2012

Edit: Nevermind! I figured it out.