nfreader wrote:I like the idea. Maybe take the Kontik Research Front approach.
For those of you not familiar with it, the JRF was a new idea for developing game modifications (called plug-ins) for another of Ambrosia's games, Escape Velocity Nova. It was hearlded by the development community for it's new way of doing things. Many people all congregated and worked on one plug-in at a time, making it into a powerhouse of the community, but faced many massive setbacks. Now, with member counts dropping, the KRF has fallen into a state of disrepair and general inactiveness. Needless to say, the idea sounds good, sans the failures and everything. (I'd also be willing to host it if other hosting cannot be secured)
On the other hand, Nova is much more moddable -- which means that there are more things that need to be changed to make something work. In Nova, there are sprites to change, stings, outfits, ships, landing pics, spobs, running lights, &c. &c. Creating a mod to Nova is a hell of a lot of work. In Darwinia, you can create levels, scripts, change the text, mess with a few sprites, and add new shapes. You really can't add new units (shïps) or weapons or anything like that. There are far fewer things to keep track of. I had a great idea for a Nova mod at one point, but it was far too much work. On the other hand (if I ever get a few free minutes again), I am nearly done with a mod for Darwinia.
xander