Ambrosia Garden Archive
    • Commandments of Plug Making 2.0


      While I was going through a bunch of my old bookmarks, I ran across the (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/001110.html")110 Commandments of Plug Making(/url) thread. With the current increase in new developers, I think it is a good time to create an updated version.

      To start out, here are 36 of the ones I felt were most important from the original one (Shortened and mixed together)

      Pre-Development Phase:

      1. Learn the trade first!
        You can get plenty of experience by offering to proof read other people's plugins, beta-testing and carefully examining (with ResEdit, NovaTools, MissionComputer, or EVONE) the techniques of the plugins you like most. Do a small plug-in or two for experience before you begin your big project. Just don't hype it or, if it is really terrible, even distribute it.

      2. Practice make perfect.
        It is a good idea to do a small plug-in or two for experience before you begin your big project. Just don't hype it or, if it is really terrible, even distribute it

      3. Either develop alone or keep your team small.
        There is a long history of plugins being developed by dream-teams of legendary players all the way back to the SchmeltaV plugin. Very seldom do these meet the light of day. It's harder to keep a big team working together and focussed than a small team. Never work in a team of more than two. If you have a team, make SURE they are loyal.

      4. Don't join some hot new project just to get your name on it if you know that you cannot keep up with the commitment. Miracles don't happen.

      Development Phase:
      5) Organize.
      Before actual development begins , assemble a folder of resources you already have such as the odd ship graphic or mission that you want to use. If you have everything you want in one place, then things become a lot easier.

      1. Plan things out.
        Detail a Rough outline of exactly what you plan on doing. Keeping something like this close at hand will let you focus on making your plug, but it wont limit you to doing just that.

      2. Go the extra mile.
        Do something that hasn't done in a plug before. This will attract people to it once it's released.

      3. Basic Order of Resource Editing
        1.Governments (gövt)
        2.Outfits (oütf)
        3.Weapons (wëap)
        4.Ships (shďp)
        5.Dudes (düde)
        6.Systems (s˙st)
        7.Planets (spö🆒
        8.Missions (mďsn)
        9.Other resources, such as Map Graphics (nëbu), News info (oöps), Special Commodities (jünk), fleets (flët), persons (përs), ranks (ränk), crons (crön), and interfaces (ďntf).

      These are organized by dependencies each resource has on others, such as you need weapons, so you can complete ships, and you need ships so you can complete dudes. And dudes to go into systems. Planets after systems because each planet needs a system, but systems don't necesarily need a planet. And so on. You don't need to stick entirely to this, Sometimes its also helpful after you've created your governments, to do all the systems and ships for one particular government. It depends on your plug.

      1. Divide and Conquer.
        Finish the stuff for one government before moving on to the next.

      2. Don't use EV-Edit.
        Despite what anyone says, there are other bug free utilities (MissionComputer, EVONE) out there that cover most of the more complex resources. And remember, the easier road is not always the best one.

      3. Try to put new, non EV/O/N sounds and graphics in. People really like that.

      4. If you can, do the graphics yourself.
        It'll help keep your vision in focus a bit more. Plus, dealing with graphics artists and trying to get things done isn't always easy.

      5. Don't mix angled and top down graphics. Ever.

      6. Don't make the AI enemy too strong for the game. Quantumire is a perfect example of this. I reckon I have tried to play that plug 20 or 30 times but give it away in disgust every time after about 3 or 4 hours of getting killed every time I try to travel between systems. There are better things to life than restarting a dead pilot

      7. When making missions, try not to make them repetative!!

      8. Ask the Wise Ones.
        Don't ever be afraid (or too arrogant) to ask someone else who has already done a successful TC to give you some helpful advice. They've gone through whatever you're going through in making their masterpiece, and are the next best thing to an encyclopedia on the subject for TC making advice.

      9. Focus focus focus.
        Don't worry about websites or advertisements until your plug is really ready. I've seen tons of plugs that have looked great (with their catchy advertisements and cool sites) only to be disapointed when I see that they've become vapourware.

      10. Time is of the Essence.
        It is also pain in the ass when developing plugs. Before you set about doing something like a TC, you have to know "your" time. Plan far, far in advance. Respect the clock. In other words, don't plan on making a TC in a weekend, as many others have failed to do. You must remember that what you are essentially doing is making a new game, and that something like that takes alot of time.

      Testing Phase:
      19) Back up frequently!
      The number of people on this board and its predecessors who said 'XX plugin is now delayed/cancelled because my hard disk died last week and I didn't make a backup'

      1. Spell check!
        Spelling which is (ahem) 'non-standard' is the mark of a shoddy plugin. There are utilities out there to export all your files to text and reimport when you've spell-checked them.

      2. Grammar.
        Make sure you have correct grammar, and for cryin' out loud check all the "your"s, poeple often forget the 'r' (i speak from expeiriance, as well as observation)

      3. Bug check!
        Although it's not updated to EVO 1.0.2, Plug Checker is still a must-have for ironing out all the bugs that will cause EV/EVO to crash — don't leave it to your beta team to find them, they will hate you for it. For EVN, use debuglog.txt to root out your bugs. (Smaller the list, smaller your problems)

      4. Have a big map of your universe somewhere easily acseible (you wall, the desk next to you computer screen, in front of the toilet for those working with laptops etc...) so you don't get confused as to where you are sending the player. The more systems you have, the more important this can be.

      5. Beta test!
        With beta testing, the larger the team them better — if they're committed to working with you. Make it very clear at the start what the deadlines will be and what kind of commitment you're looking for.

      6. Listen to the feedback.
        You will get stuff back from people. Listen to them. Great, you like it, but does anyone else? Even after you release it, listen to feedback with a view to implementing the suggestions in further releases. Dont sit on a V1 release and say 'Im finished'. That's not to say that you should redevelop it ad infinitum. Just be sensible with it.

      7. Beta testers are only human.
        They may get confused about missions, and maybe not understand why something doesn't work, when they infact blocked it using a failbit, or did an opposing mission that keeps the one they want from working. be sure to check over they're suggestions, and maybe improve the descs to make your point more obvius before you go and re-structure your game.

      Publicity Phase:
      27) Don't hype too early!

      1. Be There.
        One thing players can't stand is someone who comes around yelling "TC of the Year", get peoples mouths watering, then vanishes into thin air. If you believe that you have to announce a year and a half ahead of time that you're making a killer plug, then have the decency to keep people informed about it. A simple website with a progress report usually does the trick.

      2. Announce Wisely.
        Far to many times a week or so, I see people saying "ATTN: My First TC", which would be okay if they had even the slightest evidence of this. Many of these people don't even have a set name for said plug-in. What am I getting at, you say? Basically, don't announce a "TC" as soon as the idea pops into your head. Especially if you're new to the process. At this time, there are perhaps dozens or even hundreds of such announcements, many of them now defunct. (95% of large plugs become vaporware this way)

      If you're making a big plug, start making it and feel your way around it. See if you have the patience, time, and resources. Get all the software you need. Start writing a couple of mission plugs for you to play by yourself, and even send them to others to test the idea. Do a ship. Do an outfit. Do some missions. Do a website. Most important of all, before you annouce a TC, DO SOMETHING, or else you're just blowing air.

      1. Website.
        A website will add a professional air to your plug and a place where people can find out about the plug before they download. It will persuede people to download it if they like what they see in screenshots. If I had to choose between a TC with a website offering screenshots and plot information, and a plug that has fck all, then it's obvious which one I would choose

      2. Oops!
        Just before releasing it, build up a lot of anticipation and hype. "Accidental" beta-tester-info-leakage works like a charm.

      Release Phase:
      32) Documentation.
      When you eventually write it, for God's sake include some decent documentation. I have lost track of software that I've been sent where the documentation consists of 'This is an addition for -game-'. Yeah great, just not very helpful. The documentation that came with EV:O was useful.. plus it gave you a damn good insight into the game.

      1. Documentation (Part II).
        Don't make it spoil the game. It's nice to have a bit of background to the story, or even a -lot- of background to the story, but it's no damn good if it tells you exactly what happens in the plug.

      2. Release when perfect
        Nothing will destroy the credibility of your plug-in (and your name as a developer) than releasing bug-ridden software. People will hate you for it, ignoring the thousands of hours you put into it. Get the bugs out before you leave beta.

      3. Give your plugin a brilliant write up
        When you upload your bug-free, innovative and scintillating plugin onto the add-ons page, which write up do you think will get people downloading?
        i) "PowerMagick is a blistering blend of galactic piracy and old evil, set in the decaying days of the Last Alliance. With seventy-two new missions, dozens of ships and outfits, and a new take on the EVO map, PowerMagick will leave you stunned and speechless — and, dare we say it, spell bound."
        ii) "PM (short for PowerMagick, the name of my plugin) is my first plugin for EV. It includes some new weapons and new ships and there are missions. Sorry I've had to alter the EVO universe a bit. Does anyone know how to do VisBits?"

      Post-Release Phase:
      36) Support it.
      A newly released plugin is like a new-born baby: it has to be cared for and supported. If you get bug reports, release bug fixes. If people email you for advice, reply the same day. If people curse you on the web-board (and they will, either because your plugin has bugs, or because they are about to release their own plugin and see you as 'competition') then reply courteously and promptly.

      If anyone has anything to add to this, please do.

      (Credit goes to the original authors of these commandments, written in the link above)

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      Captain Z - Mobile Operations Commander of the (url="http://"http://www.literatureclassics.com/68kmla")68K Macintosh Liberation Army(/url)
      32 68K Macintoshes Liberated
      ------------------
      (url="http://"http://homepage.mac.com/captainz")Captain Z's New and Improved Starbase of EV Stuff(/url)

    • Wow, that's helpfull. It makes me hate myself for ever saying I was gonna make a TC, cause it's probably gonna be a long time before it's actually gonna be finished, if ever, hehe.
      But I'm not capable of adding new points, cause I'm not experienced enough. But I think it's a great idea.

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      You can run but then you die tired

    • Hey Vortex, I wouldn't worry too much. There's a definate line between "I'm making a TC it will be really cool," and "I'm making a TC, can you help me with this question..."

      The latter is good, the former annoying. Hell, I even think it's silly that TDC put a graphics teaser up... I haven't really done enough to tell anyone about it. My idea of a perfect TC is one where no one knows about it untill one day you say "Boom, here's my TC, I bet you didn't see that coming." Ahem You get the point. 🙂

      ~A~

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      "How can I make it go faster?" -Me-

    • Lets out a big blow of relief I would hate it if people think that I'm just someone who says:"Hi, I'm gonna make a TC." And then later on asks:"What does TC mean?"
      But I'm not quit up to date with the TDC thingy. I saw his piccys, and they are really nice, but did you make them are what?

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      You can run but then you die tired

    • 37)Not having ever released a TC I can't speak with much authority but I don't think you should even have graphics teasers. I know TDC did but I don't think he should've, nothing gets people excited like brilliant new graphics, then if the project goes vapourware people will be more dissapointed and I can almost guaranty (i'm having a midn blank so ignore spelling error) that you will recieve e-mails from people asking for those graphics.

      Hmmm,

      38)Get as many people to host as you can. The Addons page isn't enough, you want lots of sites to host it, make it available everywhere you can and post on every related webboard that it has been released and can be downloaded from all of those sites.

      Quote

      Originally posted by Captain Z:
      **7) Go the extra mile.
      Do something that hasn't done in a plug before. This will attract people to it once it's released.
      **

      This can sometimes (very, very rarely) be a double-edged sword. Remember that maybe something hasn't been done either because people won't like it, or because it can't be done. No good wasting hours trying to make some special feature and then find it can't be done, thats several hours you could have been doing something in the plugin that would make the final cut.

      39)Know the limits. I imagien that a few plugins have wanted to have some amazing new features and then spend months tryign to implement them all. Ask people and I'm, sure you'd find most people would rather have an good new TC released then have a dozen brilliant TC's that don't get released because people are still trying to put in all the new features. It is very hard though, to know where to sell your dream short.

      More as I think of them
      -Starbridge42

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      Hey! If I want cheesey poofs, I'll get cheesey poofs!
      -Eric Cartman Law Enforcer
      "Respect my Authorita!"


    • Quote

      Originally posted by The Vortrex:
      **Lets out a big blow of relief I would hate it if people think that I'm just someone who says:"Hi, I'm gonna make a TC." And then later on asks:"What does TC mean?"
      But I'm not quit up to date with the TDC thingy. I saw his piccys, and they are really nice, but did you make them are what?

      **

      Yeah, they're my work. I was doing his graphics, but now it turns out he pirated nova, so he's banned and the whole things off. I may be working with UE R&D; on his TC when he does it...

      EDIT: I was doing the ship graphics.

      ~A~

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      "How can I make it go faster?" -Me-

      (This message has been edited by Azdara (edited 09-02-2003).)

    • Quote

      Originally posted by Azdara:
      **Yeah, they're my work. I was doing his graphics, but now it turns out he pirated nova, so he's banned and the whole things off. I may be working with UE R &D; on his TC when he does it...

      EDIT: I was doing the ship graphics.

      ~A~

      **

      Heh, if you're ready and so inclined, we can start now :D. Did you get my e-mail(s)? (If that point wasn't too clear, I apologize.) I do have quite a bit of background/backstory material written, and the core concept has been circulating around my mind for quite a while, so I have a 'nucleus' that can be worked off of.

      EDIT: Added last sentence.

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      (url="http://"http://www.geocities.com/ue_rd")Fatal Alliance- an upcoming quasi-TC for EVN.(/url)
      Secret Project: In planning stages. (No links available)

      (This message has been edited by UE_Research & Development (edited 09-02-2003).)

    • Good stuff.

      1. Slow and steady wins the race. Just try to get a little bit done at a time, and you'll get there eventually. Even just carrying paper around with you to scribble notes and ideas when they hit you is good. Heck, most of my plot-line development and backstory has happened while I was in school with nothing better to do. Big spurts of work are sometimes good, but they're hard to sustain.

      2. Have conservative estimated release dates (even if you don't tell anyone about them). I'm aiming to get my TC done before 2009. If I'm done sooner, that's great, but I'm not going to get discouraged if it takes too long. That's not to say "don't have deadlines", but just expect things to not always happen as quickly as you'd like.

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    • UER&D;: Unfortunately I didn't get them... try again, I was wondering what was taking so long... 🙂

      Damn email, how annoying is it?

      Additional: Don't you hate this whole "Metrosexual" thing. I wish people would just shut up about it, it's bull.

      ~A~

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      "How can I make it go faster?" -Me-

      1. As a corrolary to #40, only work on your TC when you want to, and only do so because it's fun to do so. If you're finding it tedious, it's time to do something else. Nothing will degenerate your quality like lack of enthusiasm.

      By the way, I disagree with #38.

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    • Quote

      Originally posted by Azdara:
      **UER &D;: Unfortunately I didn't get them... try again, I was wondering what was taking so long... 🙂

      Damn email, how annoying is it?

      Additional: Don't you hate this whole "Metrosexual" thing. I wish people would just shut up about it, it's bull.

      ~A~

      **

      I re-sent the e-mail. I nervously wait for your response...

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      (url="http://"http://www.geocities.com/ue_rd")Fatal Alliance- an upcoming quasi-TC for EVN.(/url)
      Secret Project: In planning stages. (No links available)

      1. Write down/Bookmark tips and tricks you pick up on ASW
        As you navigate through the archives of the Developer's Corner, you're bound to find an interesting idea or tidbit of information here and there. Threads like the (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/001181.html")77 Craftiest Tricks of Plug Making(/url) and an old thread on (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/002207.html")Ship Variants(/url) bring up useful ideas and the ability to see the do's and don'ts of the pros (such as Martin Turner)

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      Captain Z - Mobile Operations Commander of the (url="http://"http://www.literatureclassics.com/68kmla")68K Macintosh Liberation Army(/url)
      32 68K Macintoshes Liberated
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      (url="http://"http://homepage.mac.com/captainz")Captain Z's New and Improved Starbase of EV Stuff(/url)

    • I've never worked on a plugin so this question is naive, but here I go. These plugin commandments, do they apply to all Total Conversions? Is there any other way to create large plugins and TC's without using these general rules, maybe even opposing some?

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      My Home:
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    • Quote

      Originally posted by UncleTwitchy:
      By the way, I disagree with #38.

      As do I.

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    • Quote

      Originally posted by EVula:
      **As do I.

      **

      Yes, but thats only because you are an evil web dictator that wants to host and thus control everything.

      ------------------
      Help save Ares, write a plugin!

    • You would disagree with #38, because you need everything to be in your empire, EVula.

      Now Mazca tells me that all of my posts are crap. Well, I will be looking over those commandants every once in a while. I am thinking of making a MissionStringSelector Plug. It should be a simple plug for me to make.

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    • Quote

      Originally posted by Nick Anderson:
      **I've never worked on a plugin so this question is naive, but here I go. These plugin commandments, do they apply to all Total Conversions? Is there any other way to create large plugins and TC's without using these general rules, maybe even opposing some?
      **

      These commandments are here as a guide to those in the process of making their own plugs or people thinking of starting a project. It is entirely possible for someone to break any of the things here and still do it, but more than likely, it won't happen.

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      Captain Z - Mobile Operations Commander of the (url="http://"http://www.literatureclassics.com/68kmla")68K Macintosh Liberation Army(/url)
      32 68K Macintoshes Liberated
      ------------------
      (url="http://"http://homepage.mac.com/captainz")Captain Z's Old and Rarely Updated Starbase of EV Stuff(/url)

      (This message has been edited by Captain Z (edited 09-03-2003).)

    • Quote

      Originally posted by Ragashingo:
      Yes, but thats only because you are an evil web dictator that wants to host and thus control everything.

      and

      Quote

      Originally posted by kauthor:
      You would disagree with #38, because you need everything to be in your empire, EVula.

      Hey, come on now, that doesn't make too much sense. I don't think that plugins should be hosted in multiple locations, primarily because a single location is good enough for most plugins, and when you update your plugin, then you have multiple locations to update. Keeping all plugins on the Addons page works well for both the author and the potential users, who only have to look in a single location for new plugins.

      ...the fact that I control the Addon pages has nothing to do with this opinion. Posted Image

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      (url="http://"http://www.evula.com/")EVula,(/url) your friendly (url="http://"http://www.evula.com/")self-promoting(/url) EV & EVO Boards/Addon/Newswire/Chronicles moderator
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    • Right.... :rolleyes:

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    • UER&D;: I still didn't get it! I really hate my isp, I'm fairly sure it's screwing me around. Try sending eight copies... or maybe someone else deleted it accidentaly. I'll check... nope.

      I sent the email again, in case you got the address wrong. Hope it works. 🙂

      EVula: Well, the addon section is more of a colony, rather than a part of the empire. 😉

      ~A~

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      "How can I make it go faster?" -Me-