I have a functional knowledge of UDK, and have done some levels on it however nothing with this scope. Good point about prototyping, I agree doing something ugly but functional is a definite first step. After all, all the art in the world and no code won't get you anywhere. I think the biggest thing I'm worried about is…
From experience, if it takes you a long time to make just one level with lots of detail or you struggle with certain aspects of design then you'll simply fail to make a full blown mod. The second worst culprit is having all these wild ideas that require coding but being unable to do it yourself so you go around forums…
I used quest3d- yeah a bit unity-ish, but PC only. visual node based programming, its great for artists to get into imo, if you don't mind the platform limitation
Definitely going to reinforce the idea of starting with what you can do on your own and building from there. Its easier to recruit others to your idea if you have something you can demonstrate is going somewhere. Making a space combat sim is actually a good starting point for a game in.. well.. anything. It has all the…
IMO, big mods aren't bad... if you know they are big. What i mean is sometimes it is allright to start a big project: you probably know it is too big, but if you have fun making it, get experience, work... etc, why not? I'm not talking about starting a topic and say 'I NEED CODE MONKEYS AND ART FOR MY GAME!' but actually…
for me, the no.1 difficulty was getting interesting mission variety. I, like many people probably do when working on something too big, figured- hey I'll make some dynamic mission system where I set some parameters and I'll get infinite missions! brilliant! except, doing something which creates unlimited,…