travillaintim
Member
Brent is spot on about the design process. So I guess a thread is in order on that subject for those starting out, where design tips can be shared
Generally before starting a new module, look at the entire game as a whole, and try to visualize how it would work in vassal (In other words what I spend most my time doing)
With the entire game layed out and a plan of how to do it emerges, look for common denominators in the game one can use to cut down in the amount of work required - anything from unit types, sides, common values such as attack / defense, even colors etc., all or any of which can be applied to prototypes so you never have to keep duplicating the same information again and again.
Apart from using a pad to help plot out cordinates, x and y values for your maps, I've found it's useful to keep notes as the design progresses. As the module develops the more cross relationships you may discover, possibly link by some method, something you hadn't thought of doing etc, and it helps to keep a note of these things so you can know what your doing, why, where, or simply be able to backtrack and find where you may have made an error later on down the road.
There is nothing more frustrating than having to search for where a relationship was stored, what command key does what, did I use that command key?, did it affect other pieces?, why isnt this doing what I told it to? etc.. that pad will come in handy
Using your plan, start simple and build up, you dont have to put in everything at once that you have visualized, as you can always revise the mod - the initial goal should be to get the basics working. Add those special features, or traits as you become more comfortable in how things work. My first 3 modules avoided Global Key commands entirely, a powerful trait, as I didn't fully understand how to make them work the way I wanted. Now, after much experimenting have I grasped it and begun employing it effectively.:devious:
Generally before starting a new module, look at the entire game as a whole, and try to visualize how it would work in vassal (In other words what I spend most my time doing)
With the entire game layed out and a plan of how to do it emerges, look for common denominators in the game one can use to cut down in the amount of work required - anything from unit types, sides, common values such as attack / defense, even colors etc., all or any of which can be applied to prototypes so you never have to keep duplicating the same information again and again.
Apart from using a pad to help plot out cordinates, x and y values for your maps, I've found it's useful to keep notes as the design progresses. As the module develops the more cross relationships you may discover, possibly link by some method, something you hadn't thought of doing etc, and it helps to keep a note of these things so you can know what your doing, why, where, or simply be able to backtrack and find where you may have made an error later on down the road.
There is nothing more frustrating than having to search for where a relationship was stored, what command key does what, did I use that command key?, did it affect other pieces?, why isnt this doing what I told it to? etc.. that pad will come in handy
Using your plan, start simple and build up, you dont have to put in everything at once that you have visualized, as you can always revise the mod - the initial goal should be to get the basics working. Add those special features, or traits as you become more comfortable in how things work. My first 3 modules avoided Global Key commands entirely, a powerful trait, as I didn't fully understand how to make them work the way I wanted. Now, after much experimenting have I grasped it and begun employing it effectively.:devious: