by Ich 666 on Sat Sep 17, 2011 6:42 pm
From my point of view, the problem was, that this mod had no plan, or in other words, the plan changed as the mod progressed, which is pretty much no plan. The story changed constantly and there were jangas nice levels, but no new ones were finished, because they either required fance 3d assets or new enemies and stuff that would normally just added later. See it as building a road starting with the asphalt instead of the foundation. I can only speak for the 3d department, but from what ive seen, there were no nicely laid out plans for levels, no blocked out levels, but instead much was built from an asthetic point of view rather than from a gameplay point of view. We concentrated on exchanging most stock content for our own one, but at the same time failed to get the basics right. Sure there were polished and fun parts (such as the train crash part), but also levels, that did not fit into the mod, or simply werent that fun. So at that stage (with 3 or so levels playable/not finished) we already concentrated on exchanging all the weapons. Of what use is a nice shiny shotgun, when you have few gameplay? IMO such a thing would come last down our development road, when enough content is ready, levels are polished and dont require further detailling. But that is just like the example with the road again.
And besides that, sabotage also suffered heavily from not having enough manpower to get finished. There were too few devs that were actually doing something. And this is what janga meant with lack of motivation. Most of the time the team would just idle around, because the organization wasnt good and failed to keep the team working.
Around Christmas there was one last try to revive the dying mod, but eventually this failed.
Everyone should see this as an example, how to NOT do a mod, hoping that this failure at least helps other mod teams out there.