There's partial truth in that imo, but I don't think it flies for TC mods. As a coder I respect a lot what you are doing, but it is something very different from a TC. Making the models/materials/maps is the hardest part of development. And we're even an MP mod, I can't begin to imagine how demanding a TC SP mod would be.garry said:I think this is totally what Erik was getting at. A lot of modders set the bar too high for their initial release. The first GMod release added a crossbow that roped things together and that's it.
I tend to worry about the models/materials/maps last - but I suppose that's the nature of GMod.. so different strokes for different folks.
If you want to develop you own universe and make a TC, releasing early is an excellent way to break immersion for any early adopter. You want people to feel the atmosphere of your own universe; if they're trying to shoot a wallwalking CS:S Terror model, you're taking out an important factor of the whole. Moreover, if you make a TC that is not WW2 or some modern combat mod, you had better get the few people interested in your universe hooked from the start; because you get a lot less interest than the classic themes.
I believe in our game, and still love making it very much, my only point is it is a lot harder work than many people realise. We'll complete it the way I had originally envisioned it, and it won't take us that much longer. In retrospect, I wouldn't have done it differently, because I doubt we'd ever have developed such a high quality game if we had taken the early release way.I think if you see that you can't complete your mod at the current rate your best bet is to scale back and get something released. Your motivation will go up 500% once people play your game.