Everyone, at some point, has an idea of what they want their game to be like. "You just need to change X, or move Y around," you tell yourself. Wouldn't things be great if you could change the game to be like that?
Well, the wonderful world of modding is here to the rescue! With just over a dozen people of multiple talents, hard work, and dedication, you can completely change the game to your liking, and even convert it into your own videogame crossover fanfiction!
What's that, you don't have a dozen people? Or talents? You're lazy, and lack dedication? Oh. Well tough luck then.
Or so I thought.
Introducing: Sins of the PLACEHOLDERS
The new INSERT MOD TYPE HERE mod that in one of my rare moments of lucidity I have decided to work to create! (Whenever I feel like working on it)
"But don't you lack the necessary skills and personnel and motivation to do such a thing?"
Yes, I can't model. Yes, I can't Texture, or make Particles, or Music, or even code that well or do many other things. But I'm not completely Sins illiterate, I can work the Mapmaker, and I can Code stuff here and there.
And in the end, isn't that enough? (No) What more is the game, other than gameplay? The very essence of imagination means that it doesn't matter if you see an Akkan firing on a Seeker Vessel, it could just as easily be a Star Destroyer firing on a Corellian Corvette, or a Battlestar firing on a Basestar. Thus is the heart of Sins of the PLACEHOLDERS. Who needs all those fancy models and particles when I have a perfectly working game right here that I can pretend looks nice? In fact, why even both keeping it looking as nice as it does now?
If I can tear the file editing down to the essentials, then I will be able to do the initial work on my own, and create the Phase I of the mod that contains the gameplay. The simplification of the work, and glossing over unimportant bits, means the normally impossibly large workload should be manageable for me. (I mean, who cares if missiles are coming out of the engines, or the sides of the ship, is it really a big deal?)
If things progress as planned, then I might be able to convince people to give me models and such, or even work specifically for the mod, at which point, it will get a proper name, and and will shift from Phase I to Phase II.
Stay Tuned for Updates, the First Pre-Alpha is Coming Soon!™ (Hopefully. Or it might never come, who knows?)
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Phase 1 Plan (In Order)
- Remove Armor and Shield Mitigation to Reduce Obfuscation of Stats: 100%
- Weapon Performance by Weapon Type, rather than Size Class
- 3 or More Weapons and Anti-Strikecraft Capability on All Ships
- High Weapon Damage for Faster Combat Gameplay
- Less Micro via New Passive and Automatic Abilities
- Open Pre-Alpha 1
- Actually Back-up Files In Case of Computer Crash
- Ship Refit System for Diversity
- Race Diversification via Mechanics
- Stronger Planetary Defenses
- Open Pre-Alpha 2
- Start Keeping Meticulous Change-Logs
- Add Any Other Good Ideas I See From Other Mods
- Open Pre-Alpha 3
- Balancing!
- Open Alpha 1
- Fixing Problems That Are Apparent By Now
- Open Alpha 2
- More Balance
- More Fixing Problems
- Open Beta
- Bug Testing
- Version 1.0
Key
Done
In Progress
Not Started
TEAM
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Me (Dagger&Cloak, Coding)
Myself (Dagger&Cloak, Coding)
I (Dagger&Cloak, Coding)
Yours Truly (Dagger&Cloak, Coding)
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