Checklist Before Releasing Mod

Are you creating new levels/mods for DOS or did you finish your work? Tell us here!

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Norbert
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Checklist Before Releasing Mod

Post by Norbert » November 6th, 2012, 5:40 pm

I think it might be useful to have some sort of checklist that mod creators can read before releasing their mods.
Below are some entries to show you what I mean ([D] Dungeon, [P] = Palace, [G] General).

[P] Do the background stripes look okay (no unintentional empty spots in between lines)?
[P] Have carpets/tapestries, balconies and arches (image, mirror) been added to improve the atmosphere?
[P] Have mirrors been placed anywhere?
-----
[D] Have background (wall) shadows been added here and there?
[D] Have skeletons been placed here and there to improve the atmosphere?
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[G] Have one or more windows been added to rooms with large empty background areas?
[G] Have all levels been playtested (are they finishable; no unintentional shortcuts)?
[G] Can gates not be unintentionally passed with tricks like this or this?
[G] Do one or more levels contain hard to obtain life potions to add an extra challenge?
[G] Difficulty: could certain rooms use an extra: guard, spike(s), chomper(s), heal potion(s) and/or loose tile(s)?
[G] Do all levels contain a proper amount of torches?
[G] Does the prince start in front of level start doors?
[G] Has debris (broken tiles) been added here and there?
[G] Have small and high (double; two row) pillars been added here and there to improve the atmosphere?
Last edited by David on August 15th, 2017, 10:17 am, edited 1 time in total.
Reason: stickied

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Re: Checklist Before Releasing Mod

Post by Norbert » November 6th, 2012, 10:39 pm

Came up with three more:

[G] Has the mod name never been used before?
[G] Can the prince never disappear (die) into nothingness (go right or down even though there's no room there)?
[G] In level 6, is the level exit door - if it's used - always fully open before entering the shadow's room (to prevent the level exit door from being 'stuck')?

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Re: Checklist Before Releasing Mod

Post by Norbert » December 19th, 2012, 2:08 am

Another one:

[G] If debris has (broken tiles have) been added, is it at locations above which there are (now) open spaces?

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Re: Checklist Before Releasing Mod

Post by Norbert » January 26th, 2013, 11:45 pm

Another one, pointed out by programmer (among others).

[G] Remember, once the player has opened an exit door, the game lets the player exit the level via any exit door that wasn't the level entrance door.

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Re: Checklist Before Releasing Mod

Post by Norbert » July 16th, 2017, 2:20 pm

Norbert wrote:[P] Do the background stripes look okay (no unintentional empty spots in between lines)?
I still frequently see mods where palace wall patterns do not continue on empty tiles.
Norbert wrote:[G] Has the mod name never been used before?
This still happens too, recently with Flying Prince.

So, now I'm wondering if maybe I/we should create a how-to video about modding.
It could also go into modifying images, mention SDLPoP and MININIM as alternatives, and so on.
Then again, maybe I should invest my time into improving the in-development Settings window of SDLPoP.

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Re: Checklist Before Releasing Mod

Post by salvadorc17 » July 17th, 2017, 10:34 pm

Is not somekind late for this, there are not so much releases this days, except maybe Dos version.

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Re: Checklist Before Releasing Mod

Post by Norbert » July 20th, 2017, 4:04 pm

salvadorc17 wrote:there are not so much releases this days
That's true, but quality over quantity.
Better to have a couple of good mods than lots of mediocre ones.
salvadorc17 wrote:except maybe Dos version.
Well, except for 2015 and maybe 2011, there were never many SNES releases.
Occasionally I'm thinking about creating one myself, but SNES has so many levels.
Plus I'd probably want to edit at least some crucial sprites (like exp0/83.bmp, exp0/82_j.bmp or exp0/82.bmp).
I also have another idea for a DOS mod. Maybe one day.

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Re: Checklist Before Releasing Mod

Post by David » August 14th, 2017, 9:30 am

Maybe this topic should be stickied?

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Re: Checklist Before Releasing Mod

Post by Norbert » August 14th, 2017, 7:35 pm

David wrote:Maybe this topic should be stickied?
That might be useful, seeing most mods are released/announced here.

Bunch more:
[G] In addition to changing levels, you could consider changing graphics and/or audio. It's extra work, but you could, for example, display the name of your mod on the title screen. Either learn to use PR to modify the resources inside DAT files. Or, easier: copy your levels (LEVELS.DAT) to one of the remakes (SDLPoP or MININIM) that have a "data" directory with resources you can simply modify.
[G] You could consider modifying the properties of the PRINCE.EXE you include (e.g. starting minutes, hitpoints, etc). For DOS, either use apoplexy (F2 on main screen) or, for more options, use CusPop. With SDLPoP, edit SDLPoP.ini.
[G] It might be useful to look through the special events.

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Re: Checklist Before Releasing Mod

Post by David » August 15th, 2017, 10:18 am

Norbert wrote:
David wrote:Maybe this topic should be stickied?
That might be useful, seeing most mods are released/announced here.
Done.

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