Unfortunately that didn't work on one mod I was on. The core leader got an industry job and could no longer lead the project. His fellow programmer didn't want to take over. So I had to. It wasn't fun inheriting this project while attempting to get more coders and artists. While the original developers got new jobs or…
What Stepp said. I also started doing env work on Insurgency because we were short of env artists and because my PC could barely run the game back then :P It was a great experience and now I have the honor to work in person with some of the old school members of the mod. One thing to expect when joining a mod, is that you…
Can I propose a different way to think about mods? - You don't need a team to make a mod or a game. You only need as many people as you need. Sometimes that's just 1 person. - You don't need to JOIN a pre-existing team. You can start your own project. Work on what you want to work on. - Some projects don't need…
I had the luck that both mods that i joined got released and were reasonably succesfull. There are a few indicators that can tell you something about the prospects of a mod: Is the leader just an "idea guy"? Then avoid at all costs. Ideally he's a hard working coder or artist with good communication skills and strong…
For a couple of months I was doing mod work for this group, but then I had to move house, which involved staying at my girlfriends house for at least 2 months while solicitors do what they do best. It was dead when I came back to it. The problem I had with the mod was that the project leader thought the opposite way to…
even the most solid and serious looking projects are prone to major long lasting slowdowns and in some cases breaking apart. When you got a bunch of volunteer people and each one of them has his life going on, it pretty much means some devs are inactive at any point in time. and in some periods all that inactivity piles up…