The mod of yours seems ace, mate. --Hipshot 20:59, 5 Jul 2005 (PDT)
- I honestly can't claim much of the credit, I've just been lucky enough to be the front man for an incredibly talented bunch of guys. It's easy to be a good PR guy when the product you're pimping is so damn good :) —Fuzzy (@) 22:02, 25 Oct 2005 (PDT)
- Thanks. It was only a tiny little change, but that /r saved me a lot of pain while creating the Dystopia installer :) —Fuzzy (@) 21:43, 25 Oct 2005 (PDT)
- Greatest. City. Ever. --Fuzzy 22:56, 25 Oct 2005 (PDT)
- I know it doesn't really answer your question, but we were incredibly lucky. We kicked off the Dystopia project with out any artists and had planned on using place holder assets from HL2 until we picked up artists. Amazingly one of our real life friends was also pulling together a team to work on a cyberpunk mod (for UT2k4). They had artists and no coders. We had coders and no artists. The rest, as they say, is history.
- The only advice I could give you is to trawl around forums such as cgtalk and scout for enthusiastic talent. Aside from that, release an alpha as soon as possible to generate some interest and advertise that you need artists... —Fuzzy (@) 22:56, 25 Oct 2005 (PDT)
- I don't see how Demo is fuzzy at all. It's a well known term in the gaming industry. Alpha is an early WIP, which relies heavily on place holder content and may only the "core" features (semi) working. Beta is a more developed WIP, generally implies that there are known issues which are still being fixed, content that isn't up to a complete level and is still being worked on. Where as a demo is up to the level of polish of a full release with enough content to demonstrate the product. It's generally accepted that a demo for a FPS will include only 1 or a couple of levels, but contain most of the gameplay features... This was exactly what we did with the Dystopia Demo. —Fuzzy (@) 16:49, 15 Nov 2005 (PST)