if you're making a mod. its best with friends. I've seen so many mod teams get destroyed, and people getting canceled because they made an edgy joke that would have worked in their friend group,
that's true, but thats where i have a problem. i have a lot of friends, but, literally half of them don't know how to make mods, some know how to make art and animate but not spritesheets, some know how to make music but it either needs improvement or an unfinished piece, and some take too long to finish i mean, i know this might sound like me being impatient and yeah things take time but one of my friends just spend their free time doing pixel art and development for their own mod barely goes anywhere
My thoughts exactly, back in the day when fnf modding was a new thing I had joined about 10 of these mods and none of them have come out since, the few that came out had realistic expectations and a director with a very good skills themselves to hype up the team.
I know right. So many mods got canned, or reached a dry zone in production and died off quietly. It hurts to see this happen to mods nowadays, especially when there's MANY people working on one mod. To think that their work went down to drain because of a director who focused on just hiring people and not working is just awful. On the other hand, mods that had directors who had previous experience in directing or had their own skills to contribute flourished and that is great and it really brings up my hopes to some extent. (Atsuover is a great example).
another thing worth mentioning I think is that you can always release content updates to a smaller mod, it doesn't all have to come out at once. Remember version 1 of sonic.exe? It was three songs, and they weren't even part of a completed week. It was still an above average mod in quality, yes, but in comparison to what it was built into it had a very humble starting point
updates usually get more people excited if they liked your base content. i remember getting SUPER excited for the Hazy River mod drop because it updated everything i loved about the annie and garcello mods on their own. same with .exe, and the more recent doki doki takeover plus.
I'm so happy this video exists. PLEASE do not feel down about making something small. It's FINE! Your mod does NOT have to be a full-on package. It doesn't even have to be the typical standard of [1 WEEK with 3 SONGS] type of deal! Go ahead and make that one-song-mod!
You're right, and you should say it. Like I've said to some of these people in the past, back when I was actually professionally studying game dev, my school was divided into three; art students, programming students, and design students. You would initially think the design students were just the "ideas" people, except they also needed to be coming up with gameplay, level design, story concepts, ALL of that stuff. Figuring out what exactly is needed, and how to fit it together. And on top of all of that, they needed to do a unit each on programming and art anyway, just so they had the basic idea of what those other subjects involved, both for ease of communication between disciplines and more realistic expectations of what is possible, but also because it would make prototyping much, much easier. The design students were really capable of making at least an incredibly basic game on their own, and that was important. And, as someone who's seen the diverse abilities of people in the FNF community, just saying "we need exactly 8 coders" can seriously ignore the fact that you might win the lottery and find one of the most skilled, competent, friendly coders out there, and not need more than them at all. Or, you could get 8 completely lousy, unmotivated ones who essentially ghost you, and leave you needing even more. You just don't KNOW.
Honestly, this can just as easily be applied to all of life too. When it comes down to it, everyone's an idea person. It's called consciousness. The people who make a change or create something worthwhile are those who know how to act on and implement their ideas. I wish I could say I was one of them. Those are the people I seriously admire in life.
People get ambitious with fnf mods too much, it feels like the standards are continuously rising and a lot of people with a lot of different talents should be able to have humble beginnings, like sonic exe with only 3 songs, mario madness, and other mods, just start at the beginning, and add more later when your talents have expanded. overall, this video is great advice for not only fnf mod makers, but also just creative arts learners overall.
As a person who made a mod literally all by himself, this video is accurate. But I've been wanting to make another mod with at least 2 - 3 other people working with me, as because I carry alot of roles. I have the ability to chart, make the music, code, and do stuff like that but literally my only disability is drawing. I can't draw. So if I were to have someone on my team I'd need at least one artist
Saw this before I went to work. You have no idea how much this video means, not just when it comes to FNF modding but also other game things. It also made me have a little wake-up call that I can apply my gradually improving 3D model knowledge to something in this field instead of solely on the job, which means I can do more than just be an idea guy. I just need to be able to find time around work, and I can do this. Seriously, thank you for this.
Funny thing, I was actually making an FNF mod as of writing this and I did most of the things you actually spoke of! I started small, I helped with my mod (art and coding), and way before I even started to make that mod, I was playing around on Psych Engine and making random songs! My mother is an entrepreneur and she’s also stated the things that you have mentioned. (bring something to the table, figure things out, start small) And as you’ve said, big lists and big dreams are a bit much to really start from. I know a bit of coding but it’s very limited, so I had a friend and a fan of mine help out with my mod! Although Juhin learnt Ren’py (Python) before Haxe, she was still willing to help me! This video helped a lot, thank you! Once my mod is done, Dean, I promise you, you’ll be the first to play it, because *you* inspired me and made me want to make a mod, and *you* made me pick up music!
I am so glad for you saying this, at this point I probably can't count how much suffering fnf creators go through especially with their email box being filled with "yo work on my fnf mod yo look look what if me but third phase crazy!!!"
I think its worth mentioning that if you simply have the first step down (having some skill), there will be atleast someone out there interested in you, I made with no one knowing me beforehand a gamebanana post for my mod in development, and it now has an actual talented team behind it, and all I had was some mid art and a plan, so keep in mind that if you dont make the mod sound extremely ambitious and dont ask for too much, someone will be there to help you.
As someone who was working for director who was putting absolutely nothing on the table I will say that it gets draining when you have a director telling you to do stuff and not work on the mod And literally nothing was being made on the mod because the director wanted more people on his mod team and that’s all he focused on. There was like 14 people working on one demo
Good video! These kids drive me crazy. My one single mod I released was me with a couple of musicians to donate. I did 2 minutes of animated cutscenes, learned enough music few songs myself, all the extra programming needed, while helping out with art on another mod. In one year's worth of very limited free time I put out 3 weeks. I'm learning new music techniques and tweaking a little solo week by myself in my free time. These teams looking for 30 people for one or two weeks absolutely terrify me. I have no idea how anyone gets anything significantly cohesive done. You could absolutely put a good mod together with less than 5 people
He's gotta point its mostly people who dont have experience with mod making and usually dont know what there getting into, the problem is that some people think they can just have a team like instantly and do what they say and want it usually takes time to develop a team its good that you finally discussed this
I think mods such as Vs. Sonic.EXE kind of tainted the perception of what is *required* for a good/popular mod because of their large size. Not many people realize that having a larger team is not always better. I've always wanted to make a mod but I also don't want to be just an "ideas" guy. All I really have going for myself really is some TF2 art I've done in SFM which is cool, but it only gets me so far if I want to do something super-specific. Maybe one day I'll try making my own mod, but for now I'm perfectly content with just making videos on them.
Exactly. Many people hop on the FNF modding train from these mods which have huge teams (that's not a bad thing, it's good that they have an interest in FNF and want to produce a mod) but just end up not knowing what to do and hire 25-30+ people for just a demo. These mods usually don't make it past the first month or so, sometimes releasing a demo and then canning the mod (obviously not all of them. Impostor V4 had a huge team and it may have been overhyped, but it still is a very good mod in my opinion)
I really want to start a mod of my own but I feel like there are a lot of requirements to get the best programs for certain things, and when I look up tutorials for alternate versions, there seems to be a lack of them. This is a great video
It's definitely a little trickier to find tutorials for the free alternatives, but the good news is that the concepts from the paid ones still apply. At the end of the day, you still need OGG files for the music, and PNG and XML files for the sprites. Once you know the end goal, you reverse engineer that result with whatever tools you can find.
I am no musician, but I enjoy making mods with covers and having a friend that also codes is. Great. We are two people who try to compensate the lack of musical originality with our best visuals and mechanics. We don't really need more people.
Man, i honestly agree with every point here. I used to be like this, with big ideas but without actually doing anything. Now, i am a digital artist tho, and, i work for a handful of mods. I tried to make my own, but i failed to deliver due to big hopes and low work on actually something. So i think i might just try to make a mod about a character that ive developed.
im actually makin a fnf mod as of now, by myself. its been in production for one and a half years and i can say from that the best way to make one is to have friends help u or learn the stuff u need to do.
This helped a lot ngl, now I know what I always do wrong when I advertise my mods in a help wanted way, I hope to bring as much as possible to the table in my own team just so I don't look like a director that doesn't do anything but only think of ideas and stuff y'know... Anyways, thanks Dean!
That's why I love teams like Vs. Blimbus and FNF Tails Halloween Not only do even the directors have skills to bring (such as coding, music, and/or art), they're both great workplaces and the mods are full of passion. So glad to be part of both mod teams!
This showed me that I have to high expectations. I want to be an artist and music designer but I don’t put in the true time and effort. I always try to run from the start but I’m still having problems learning how to walk. Thx you man. You have teach me a lot :)
The truth that i learned along the way is that if you really want to make something you have to start it alone, no one is coming ot help and thats ok, you can do stuff by yourself and feel great about it, probably someone you come along the way but if doesnt you already have the capacity to do it alone.
This video is wonderful, every point is something I have thought about. Especially that second point. I am incredibly thankful for the first few people that came to me to ask for help with a mod, specifically Wratcher, I don't think I would have ever met anyone like LSE or anyone on that team.
Something I feel I could add is, Please! Use public resources! Many people give out tools, tutorials, and many more to help you get started with modding. Heck, any of my public scripts ive released are free to use, no credit required! I just want to see what people can make. And I hope that I can help.
Same, they asked me for help for their mod and I accepted. I met so many nice and friendly people on there, except for someone that we banned due to only caring about his pride, instead of our mod team and working and cooperating together with them. I’m not gonna mention his name for obvious reasons, like I said, so if it wasn’t for them asking me to help out with the mod, I wouldn’t have helped them out. We are still working on the mod to this day, hoping to get it done really soon in the future.
WORDS OF WISDOM!! I love this video so much, it’s so straightforward and honest with the subject and I’m sure some people certainly would have never thought of some of this. Awesome 👍
Great speech! I really know that feeling, when you have too much ideas, to turn them into reality, so I will start slow, with a changed girlfriend/support character
Ya you give good pointers for ppl who wanna start mods of there own. The one point that kinda resonated with me the most though was to have a reasonable and approachable vision for a mod. I've seen a couple of mods get way to ambitious with what they want to achieve, and it ends up backfiring in their face completely. Also another thing I wanna point out is that when you have mods that are at a smaller scale, you can spend more time working on those few things and try to perfect them till they are as best as you can make of them (like art, songs, charting, coding, etc.). Cause when your mod is big in scale, it can just make the dev's who are working on the mod demotivated as they just start becoming overwhelmed by how much content said mod would have.
I would agree with this video. When I first thought of making an FNF mod, I was thinking of having like 10 songs and a lot of cutscenes. I just had way too many plans. I didn't know how to do anything for an FNF mod, despite me thinking that I could be the director if I only thought of ideas. It took me like almost 3 months to realize that I'm doing too much to the point where I felt like not making any more progress. However, I've came up with an idea to only include 1 song to my mod. It turned out actually not that bad compared to the unfinished 10 song 5+ characters and lots of cutscenes mess. I do now realize that I should've started small in the first place. I've learnt how to make music, make sprites, chart and I got the hang of psych engine. I figured out how to do all of those things with a help of a few tutorials. However, it did take quite a while for me to learn.
I think this can apply to literally anything. Writing, coding, art, and everything, outside and involving games. Hell, even directing in general... You need skill, and you need to practice. Thanks for the advice, man.
As a small, team-less modder thinking of asking for some small help, this video was very very helpful. Now I know what I need to get, what I need to ask, and how I can get it. Thanks!
My mod eventually gained traction after I provided sprite sketches and cover art, and we even got some people that have worked on things like MCM and even Kapi
I love this video because its giving me confidence to make music and actually start on a mod I'm passionate about, and the truth is, its that people with these crazy impossible lists don't know how to do any of the stuff required to make a fnf mod. Thanks for this very educational video.
I'm not learning coding right now to learn how to mod, but to hopefully make a game of my own. And, honestly, I'm glad that I clicked on this video. It's nice having a person assuring you from the other side that it's worth the effort.
This video is exactly what i needed, you explained everything so perfectly. i was always kinda self conscious about the second mod i released (typical colors funkin). at first, it was just me and a small amount of people (like 3-4 people i think) and i did most of the art for the mod, with others doing music, coding, etc. When the mod was released, suddenly more people wanted to work on the mod with me, and it actually put a bit of pressure on me. At first it WAS going to be small little updates here and there to avoid any stress on people, then when more people joined, I felt this odd sense of pressure to put everything and everyone's ideas into the mod. This video really helped me think about all this and even how to manage my own mod, thank you so much, lse!!
I get it now, not like I wanted to make my own mod but I think it goes for anything else that requires a team effort. The person with the idea has to contribute too, if you have skills the ideas will come :)
Having failed twice while making the FNF mod, I really sympathize with this video. I am of the same opinion as you (So I'm making a 1-song mod right now lol)
This is really helpful to me cuz I canned all my own mods cuz lack of motivation and busy IRL stuff I know some mistakes asking someone to join the mod I only know how to make Music and other things so thank you LSE for this advice its really helped to me
I wanted to do a mod, have the ideas and everything but really like you said I have NOTHING to bring to the table. My art skills are not sharp, I have no idea in music and no skills in coding. I just gave up for the soul fact I don't want others to work on something if I'm not involved.
A while back, I had tried to get a team together for a mod that I was really excited to start developing. But actually finding team members took forever, and I had no idea why. Looking at this video, I can see exactly where I went wrong. But it doesn't help that I ended canning the mod later because progress had come to a dead stop. But looking back on it, I might pick it back up, and maybe even expand on it. But you know, with all these points in mind. I can already do spritework and coding by myself, so realistically, I'd only need a musician and charter (or two, depends), and I'd have a good enough group to get started.
These are honestly very good tips and info for game developement as a whole. If you want to make a game do research, learn and start off with a small project that is fun to do.
I will say I feel this as I have been working on my own mod for a while but the way I’m doing it is mainly going from artist and musician getting commissions and on occasion I will get one of them who is passionate for the cause and help or do things for free. It just means I don’t really have a team if you will most of them don’t know what the others are doing or even that there are others
Im an director and artist,animator and musician ,a big tip when you wanna make a mod is,do it with your close friends and keep the mod fun,dont act like its business or like you do a mistake ur gone,thats how i direct mine and in under 5 months we are almost ready to release it with 8 songs and everything new without it being leaked,because the dev team isnt random people i pick up,its just friends of mine,we are like 30 members working and like 10-20 spectators to keep the environment fun for everyone,we got vcs where we play fortnite everyday and then we get serious a tad when working,overall fun to create,keeping people motivated aswell. Another thing is,dont keep it too confidential,depends wether you want it to,i like teasing and doing what i want in the mod and the mod being really open arms with its community server so they know what they are getting when it releases and also keeping them updated with all the news,ive been an artist for 4 years and a director for 2,everyone starts somewhere but what you said in this video is a really good tutorial for new people getting into modding.
I have been working on my mod for about 2 years! And I have been thinking about getting a team for it for a while, but I hope this video has all the information I need!
I have so many ideas and starts for FNF mods to work on on my own, and I am able to handle a lot of it, aside from a big side of scripting (instead using scripts found or given to me, with credit), and music making, which I have never done before. I can draw, animate, I know how to use psych engine, I can chart. But I need to get other projects done. And stop piling up so many other ones. So that I could spend time working on it instead of having to balance through 10 different projects and not being motivated. I'm happy that I've been able to get one out, even if it's set to private (as in, on google drive only for the community the mod is made after), and still unfinished, but I wish I could just get done other projects. It's a shame all of them are so much on long term. In any case, that video was very interesting, because I do see these mod recruits message often, and I never had found it too bothering, but after watching this video, I think I get it. It was very interesting to watch.
Holy shit, I 255% Agree. Especially with the last point! Making mods should be fun, a majority just want their own mods for some reason, probably to get famous, but completly forget why they the fun THEY or OTHERS should have... I've worked for many mods before and the ones that came out (Vs Ricky recently) or actually make progress, are the ones were the director is REALLY passionate about the project and implements themself into it, the best mod teams are the ones that actually feel like a fun community. This stupid, we need X amount of Y is SOO annoying! Especially if they get like 4 coders or charters or some stuff. I'm a Lua coder with some minor experiance in Haxe, and another Lua coder (with less experience than me) is just useless 95% of the time, and a large portion of directors don't understand the difference between Lua and Haxe, and so the hire another one that said "I'm a coder yeah" and now we have another Lua coder, but no one who properly knows how to edit the base game... But the best thing about modding for me is the process, and finally seing people enjoy it, playing it and uploading videos, or just comment below mine. The best and most motivating thing ever! Seing people enjoy the stuff I made is perfection.
Hey! I'm a Mann Co/Secret Histories/(former)MCM artist and animator, and I cannot agree with this more. Even with my modest fame, I cannot find people half the time to help make a new mod, and I think that's mostly to do with size. I this downscaling and shit is most needed for a successful one until you learn/have enough success with the small one to turn it into something bigger.
I agree. I’ve joined a few mods and none of them had came out or really progressed at all. And if the mod was still sorta in development still, people would start to leave the team. I make music for mods and it never comes to fruition, so it sucks to see work and time I spent be wasted. And I think that goes for everyone else have so much talent be discarded so easily.
With any game, LSE has it on point. Make a small game. Use that small game to make a bigger game. Then make the game you want to make. Or in this case a mod. Good luck to everyone out there!
Once I get my show released, I hope to make a mod based on it! It would be nice if I had the patience and skill to do it; maybe once I try, I can do it!
I've been to lots of fnf mods, only a fourth of the mods i joined actually were finished and got out. it's incredible the amount of modders that don't know what they're getting themselves into when making a mod or the amount of mods that get close to being finished but just, never does for some reasons ??? at least that gave me a good experience on what to expect from the community lmao. But yeah, the only mods i worked on and got out were with directors that carried 1/2 departments so hard you could only believe the person was passionnate and the mod would see the light of the day someday, making you want to be part of it. (also they wouldn't need anyone helping them there) and yeah they promised to help me in return ahah.
This hit home, while I don't make fnf mods I like making lyrics covers for fnf mods/gaming osts. I have been scared about who to ask to make thumbnails, other va's, and have other talents. But I am going to take your advice and build my profile up, making videos on my own, before I contact others. Thanks
Never go from 0 to 100, start making covers of songs and/or everyone sings mods. or chart your favorite irl songs to practice charting. you build up one step at a time.
this is all so completely understandable for me lol, I have been working on a mod for almost two years. it all started with my friend and I and the main reason he left is because I can't do digital art. I have sketched full sprite sheets on paper but that's all I had done. until I manned up and decided to practice making chromatics and music so that I could at least bring something other than my ideas to the table, and now almost two years later I almost have two fully completed mods AND the support if my friend again. of course I can't give myself all of the credit as many a fiver artist and multiple friends have helped along the way especially with coding since even with immense practice I still can't seem to master it XD
Kade said it as well but asking random people to help with a mod usually ends with disaster anyway. Usually dropping your own projects whether it be just artwork or songs and not just full mods leads to making friends anyway and those people end up making the mod making process not only more smooth but alot more enjoyable as well. I seldom ask for random help unless my friends are really tied up or just cant or dont feel like it.
I agree about all of this, when I started fnf , it was crazy no one knew how to mod anything, so we all learned, then we got the mod out. It I do think a bigger thing people forget , is just to ask, I know the meme, “do you wanna work on my fnf mod “ is cringe but sometimes that’s what ya have to do , at worst they will say no but as long as your not annoying about it and have a solid idea they will move then likely say yes.
Tbh, I always have all these concepts and ideas in my head. I WANT to make them a mod, but I never try to bother people with "hey, let's make a mod!" I feel bad just being the Director/Ideas Guy. I'd use my voice for a chromatic- but thats not making music- lmao. Thats the first step to it. And these big lists of "I need these people" like- no... you don't... you don't need to be the next Indie Cross. Just start with a Coder, Musician, and Spriter, and you're set. And with people wanting to make "[Thing] Mix Mods", atleast helping in one of those 3 areas would be good, make you feel better, and help you improve your skills. This is all coming from a person that wishes to make their own Mix list on YT, but can't *yet* because first... I need to apply myself to either making music, being able to code it, or make actual sprites instead of bouncing/still pngs. And if you do that yourself, one of those things, you might interest others with your work, and grow a small indie dev team to help work on your ideas/mod.
funny thing is, me and one of my friends made a fnf mod without any experience at all. It sucked at first but it started to become a mod that me and my friend wanted it to be (just with below-average songs and code but whatever) and it was pretty fun!
to add onto a big point, always have fun with it. as a point in this said most of these mods do volentier work (I say most cause there are a few people that will do paid work for this(don't ask I just know, i always try work on projects I see value in)), and if no one isn't really having fun with it no one is going to work. yeah you gave something on the table and you have stuff already ready to go for the mod and you have assembled a team if no one on that team doesn't have fun with it what are they going What's. whats worse is if you don't have a list of things to do on a mare od you left in the dark. people would be more contained then anything if they joined and there was nothing on a list of todos. yeah, you could offer cash(which some people do for some reason which is dumb), but then that's pouring money into it adding that would basically as LSE said "trying to make a small indie studio" instead of a team to make one thing. as a composer for my personal projects, a few friend projects I'm helping out with, and even my own mods I co-direct(even if those teams are really really small rn) it's all about having fun and trying to do you best that YOU can do. yeah having people focus on tasks is essential, but you don't need to be super strict about things. always be a little bit relaxed and try your best; things will eventually work out. this video may be for FnF, but the same principle applies to almost everything that's noncommercial. for example fan games, extremely small and open-source indie projects (note open source), as well as just something your working on that's noncommercial. this video essentially applies to all of those. while I may be a random guy on here I always try to have fun with my work and these big points talked about in this video I relate with a lot. take this video and my comment here as advice to help out with trying to make something that anyone can enjoy!
I think part of the problem is that the standard of quality has skyrocketed from the initial mods 2 years ago Kids (and inexperienced people in general) see all these crazy polished mods like indie cross and sonic.exe and the like and assume that this is the level they need to achieve in order to get eyes on their mod Nobody wants to start small because nobody will give them the light of day anymore if they do not that there's anything you can do to change that, it's just probably the reason these crazy lists and insane scope creep projects happen now
This is why. Such high expectations and nobody wants to be swept under the rug. This video has, ehh, advice, but it's a couple years too late. If it happened at the beginning, it'd be on point. It feels more like this video is throwing shade on the inexperienced rather than actually helping them due to this crazy project creep that went on in the last 2 years. Watching this video only depressed me rather than help me because of these high expectations to even be glanced at.
As a person wanting to make a mod, it sucks that I can't draw and I don't know how to use FL Studio. All I can do is be the ideas guy and as you've said, that's absolutely worthless.
Yep, that's exactly what happened to me. I went in there with no experience in anything and tried to find loads of people not even knowing what task I would assign to them. Now, after a year of that mod not moving a step forward I decided that it should be canned cause like no one wanted to work on anything. Even after that I found new friends here and there who motivated me still to continue and that's what I liked about working on a fnf mod. I still do fnf modding and directed a few projects here and there which are now also canned cause same reason lool. Tip: if you want a working fnf mod do exactly what longestsoloever said in this video and you will probably do way better than I did. Start small and learn new skills and then maybe after some time you could ask your friends if they want to help on your project blah blah blah. I'm also learning to make musicisisicis lool
5:20 and where are those youtube tutorials excatly? Cause i couldn't find any tutorial on this coding language, or how to add background or make main menu etc. In fnf source(NOT LUA, SOURCE) -_-
The bit about the list was a really good piece of insight and I hope it reaches who it needs to. While I haven't worked on any mods, I have been offered, and it usually does come off like this. I did programming for a deltarune fangame, and, without my knowledge, another programmer was brought on. I had to kind of have a conversation with the director, like, do you know what it is we do? Do you know what the workflow is like? Do you know what it'll be like passing the entire project file back and forth? So seeing these ... fairly large numbers next to the "required" people comes off as, there hasn't been enough thought put in to realize what you actually need these resources for.
Having multiple coders working on a mod of anything is a delicate situation that needs to be handled carefully. Throwing code for a project between coders could very well result in very different styles of coding, especially if it's one mechanic or one specific file.
I'm still a Playtester, but I want to get into a more important one, like an artist. I love to draw and I will correct all the mistakes in the drawing if there are any. I hope I succeed. If it's not difficult for anyone, tell me where you draw characters? I really want to try. I already drew the characters themselves on the sheet, now I need to try it in the application
I'd suggest IbisPaint (that's what I use to draw) if you use a phone or tablet as it's harder to draw on a mouse. Firealpaca and Gimp are also some alternatives that can work out.
if you're making a mod. its best with friends. I've seen so many mod teams get destroyed, and people getting canceled because they made an edgy joke that would have worked in their friend group,
This man ain’t wrong
hmm thats true
Fnf
Hardest part being finding said people you can trust in this day & age, relations people have with each other tend to be superficial in nature.
that's true, but thats where i have a problem.
i have a lot of friends, but, literally half of them don't know how to make mods, some know how to make art and animate but not spritesheets, some know how to make music but it either needs improvement or an unfinished piece, and some take too long to finish i mean, i know this might sound like me being impatient and yeah things take time but one of my friends just spend their free time doing pixel art and development for their own mod barely goes anywhere
My thoughts exactly, back in the day when fnf modding was a new thing I had joined about 10 of these mods and none of them have come out since, the few that came out had realistic expectations and a director with a very good skills themselves to hype up the team.
I know right. So many mods got canned, or reached a dry zone in production and died off quietly. It hurts to see this happen to mods nowadays, especially when there's MANY people working on one mod. To think that their work went down to drain because of a director who focused on just hiring people and not working is just awful.
On the other hand, mods that had directors who had previous experience in directing or had their own skills to contribute flourished and that is great and it really brings up my hopes to some extent. (Atsuover is a great example).
Man I have the skills and no one ain’t doing stuff 😭
@@Miner_7 bet
whats your mod?
I actually wanna work on one so i clicked this video :>
So im making concept sprites rn
another thing worth mentioning I think is that you can always release content updates to a smaller mod, it doesn't all have to come out at once. Remember version 1 of sonic.exe? It was three songs, and they weren't even part of a completed week. It was still an above average mod in quality, yes, but in comparison to what it was built into it had a very humble starting point
updates usually get more people excited if they liked your base content. i remember getting SUPER excited for the Hazy River mod drop because it updated everything i loved about the annie and garcello mods on their own. same with .exe, and the more recent doki doki takeover plus.
Yeah exactly
I barely ever check out new mods, but a mod I have vaguely heard of gets an update I am infinitely more likely to be interested
And then they overworked themselves
That is very good to know tysm
I'm so happy this video exists. PLEASE do not feel down about making something small. It's FINE! Your mod does NOT have to be a full-on package. It doesn't even have to be the typical standard of [1 WEEK with 3 SONGS] type of deal! Go ahead and make that one-song-mod!
You're right, and you should say it. Like I've said to some of these people in the past, back when I was actually professionally studying game dev, my school was divided into three; art students, programming students, and design students. You would initially think the design students were just the "ideas" people, except they also needed to be coming up with gameplay, level design, story concepts, ALL of that stuff. Figuring out what exactly is needed, and how to fit it together. And on top of all of that, they needed to do a unit each on programming and art anyway, just so they had the basic idea of what those other subjects involved, both for ease of communication between disciplines and more realistic expectations of what is possible, but also because it would make prototyping much, much easier. The design students were really capable of making at least an incredibly basic game on their own, and that was important.
And, as someone who's seen the diverse abilities of people in the FNF community, just saying "we need exactly 8 coders" can seriously ignore the fact that you might win the lottery and find one of the most skilled, competent, friendly coders out there, and not need more than them at all. Or, you could get 8 completely lousy, unmotivated ones who essentially ghost you, and leave you needing even more. You just don't KNOW.
Can confirm, my college is basically this too but music is also a discipline and sometimes musicians jump on game teams too
Honestly, this can just as easily be applied to all of life too. When it comes down to it, everyone's an idea person. It's called consciousness. The people who make a change or create something worthwhile are those who know how to act on and implement their ideas. I wish I could say I was one of them. Those are the people I seriously admire in life.
I would rather get 1 or 2 good great friendly coders than 8 shitty ones.
People get ambitious with fnf mods too much, it feels like the standards are continuously rising and a lot of people with a lot of different talents should be able to have humble beginnings, like sonic exe with only 3 songs, mario madness, and other mods, just start at the beginning, and add more later when your talents have expanded.
overall, this video is great advice for not only fnf mod makers, but also just creative arts learners overall.
As a person who made a mod literally all by himself, this video is accurate. But I've been wanting to make another mod with at least 2 - 3 other people working with me, as because I carry alot of roles.
I have the ability to chart, make the music, code, and do stuff like that but literally my only disability is drawing. I can't draw. So if I were to have someone on my team I'd need at least one artist
I don't really know if your asking for people, but im pretty okay at drawing if you need help!
@@rockbennyworm5063 you're welcome to submit your best drawing to me if you'd like
@@instasty Alright! Do you have any socials I could contact you with?
Guess I'm not the only one working on some sort of mod by myself.
bro the only thing i cant do is music and some coding lmao
Saw this before I went to work. You have no idea how much this video means, not just when it comes to FNF modding but also other game things. It also made me have a little wake-up call that I can apply my gradually improving 3D model knowledge to something in this field instead of solely on the job, which means I can do more than just be an idea guy. I just need to be able to find time around work, and I can do this.
Seriously, thank you for this.
Funny thing, I was actually making an FNF mod as of writing this and I did most of the things you actually spoke of! I started small, I helped with my mod (art and coding), and way before I even started to make that mod, I was playing around on Psych Engine and making random songs! My mother is an entrepreneur and she’s also stated the things that you have mentioned. (bring something to the table, figure things out, start small) And as you’ve said, big lists and big dreams are a bit much to really start from. I know a bit of coding but it’s very limited, so I had a friend and a fan of mine help out with my mod! Although Juhin learnt Ren’py (Python) before Haxe, she was still willing to help me!
This video helped a lot, thank you! Once my mod is done, Dean, I promise you, you’ll be the first to play it, because *you* inspired me and made me want to make a mod, and *you* made me pick up music!
I am so glad for you saying this, at this point I probably can't count how much suffering fnf creators go through especially with their email box being filled with "yo work on my fnf mod yo look look what if me but third phase crazy!!!"
I think its worth mentioning that if you simply have the first step down (having some skill), there will be atleast someone out there interested in you, I made with no one knowing me beforehand a gamebanana post for my mod in development, and it now has an actual talented team behind it, and all I had was some mid art and a plan, so keep in mind that if you dont make the mod sound extremely ambitious and dont ask for too much, someone will be there to help you.
As someone who was working for director who was putting absolutely nothing on the table I will say that it gets draining when you have a director telling you to do stuff and not work on the mod
And literally nothing was being made on the mod because the director wanted more people on his mod team and that’s all he focused on. There was like 14 people working on one demo
Good video! These kids drive me crazy. My one single mod I released was me with a couple of musicians to donate. I did 2 minutes of animated cutscenes, learned enough music few songs myself, all the extra programming needed, while helping out with art on another mod. In one year's worth of very limited free time I put out 3 weeks. I'm learning new music techniques and tweaking a little solo week by myself in my free time. These teams looking for 30 people for one or two weeks absolutely terrify me. I have no idea how anyone gets anything significantly cohesive done. You could absolutely put a good mod together with less than 5 people
He's gotta point its mostly people who dont have experience with mod making and usually dont know what there getting into, the problem is that some people think they can just have a team like instantly and do what they say and want it usually takes time to develop a team its good that you finally discussed this
I think mods such as Vs. Sonic.EXE kind of tainted the perception of what is *required* for a good/popular mod because of their large size. Not many people realize that having a larger team is not always better.
I've always wanted to make a mod but I also don't want to be just an "ideas" guy. All I really have going for myself really is some TF2 art I've done in SFM which is cool, but it only gets me so far if I want to do something super-specific.
Maybe one day I'll try making my own mod, but for now I'm perfectly content with just making videos on them.
Exactly. Many people hop on the FNF modding train from these mods which have huge teams (that's not a bad thing, it's good that they have an interest in FNF and want to produce a mod) but just end up not knowing what to do and hire 25-30+ people for just a demo. These mods usually don't make it past the first month or so, sometimes releasing a demo and then canning the mod (obviously not all of them. Impostor V4 had a huge team and it may have been overhyped, but it still is a very good mod in my opinion)
Oh my lord I’ve been seeing these kinds of posts for so long and finally somebody stepped up and did something about it! Thanks so much Dean!
I really want to start a mod of my own but I feel like there are a lot of requirements to get the best programs for certain things, and when I look up tutorials for alternate versions, there seems to be a lack of them. This is a great video
It's definitely a little trickier to find tutorials for the free alternatives, but the good news is that the concepts from the paid ones still apply. At the end of the day, you still need OGG files for the music, and PNG and XML files for the sprites. Once you know the end goal, you reverse engineer that result with whatever tools you can find.
I am no musician, but I enjoy making mods with covers and having a friend that also codes is. Great. We are two people who try to compensate the lack of musical originality with our best visuals and mechanics. We don't really need more people.
ur such a great guy dude
Man, i honestly agree with every point here. I used to be like this, with big ideas but without actually doing anything. Now, i am a digital artist tho, and, i work for a handful of mods. I tried to make my own, but i failed to deliver due to big hopes and low work on actually something. So i think i might just try to make a mod about a character that ive developed.
im actually makin a fnf mod as of now, by myself.
its been in production for one and a half years and i can say from that the best way to make one is to have friends help u or learn the stuff u need to do.
This helped a lot ngl, now I know what I always do wrong when I advertise my mods in a help wanted way, I hope to bring as much as possible to the table in my own team just so I don't look like a director that doesn't do anything but only think of ideas and stuff y'know... Anyways, thanks Dean!
As someone who's able to make music and sprite art. This video is really helpful. thank you.
That's why I love teams like Vs. Blimbus and FNF Tails Halloween
Not only do even the directors have skills to bring (such as coding, music, and/or art), they're both great workplaces and the mods are full of passion. So glad to be part of both mod teams!
Preach
This showed me that I have to high expectations. I want to be an artist and music designer but I don’t put in the true time and effort. I always try to run from the start but I’m still having problems learning how to walk. Thx you man. You have teach me a lot :)
The truth that i learned along the way is that if you really want to make something you have to start it alone, no one is coming ot help and thats ok, you can do stuff by yourself and feel great about it, probably someone you come along the way but if doesnt you already have the capacity to do it alone.
This video is wonderful, every point is something I have thought about. Especially that second point. I am incredibly thankful for the first few people that came to me to ask for help with a mod, specifically Wratcher, I don't think I would have ever met anyone like LSE or anyone on that team.
Something I feel I could add is, Please! Use public resources! Many people give out tools, tutorials, and many more to help you get started with modding. Heck, any of my public scripts ive released are free to use, no credit required! I just want to see what people can make. And I hope that I can help.
Same, they asked me for help for their mod and I accepted. I met so many nice and friendly people on there, except for someone that we banned due to only caring about his pride, instead of our mod team and working and cooperating together with them. I’m not gonna mention his name for obvious reasons, like I said, so if it wasn’t for them asking me to help out with the mod, I wouldn’t have helped them out. We are still working on the mod to this day, hoping to get it done really soon in the future.
WORDS OF WISDOM!! I love this video so much, it’s so straightforward and honest with the subject and I’m sure some people certainly would have never thought of some of this. Awesome 👍
this is why ive currently spent 3 years making an fnf mod alone and its still not finished lol
are you still working on it?
Great speech! I really know that feeling, when you have too much ideas, to turn them into reality, so I will start slow, with a changed girlfriend/support character
Ya you give good pointers for ppl who wanna start mods of there own. The one point that kinda resonated with me the most though was to have a reasonable and approachable vision for a mod. I've seen a couple of mods get way to ambitious with what they want to achieve, and it ends up backfiring in their face completely. Also another thing I wanna point out is that when you have mods that are at a smaller scale, you can spend more time working on those few things and try to perfect them till they are as best as you can make of them (like art, songs, charting, coding, etc.). Cause when your mod is big in scale, it can just make the dev's who are working on the mod demotivated as they just start becoming overwhelmed by how much content said mod would have.
I would agree with this video.
When I first thought of making an FNF mod, I was thinking of having like 10 songs and a lot of cutscenes. I just had way too many plans. I didn't know how to do anything for an FNF mod, despite me thinking that I could be the director if I only thought of ideas. It took me like almost 3 months to realize that I'm doing too much to the point where I felt like not making any more progress. However, I've came up with an idea to only include 1 song to my mod. It turned out actually not that bad compared to the unfinished 10 song 5+ characters and lots of cutscenes mess. I do now realize that I should've started small in the first place. I've learnt how to make music, make sprites, chart and I got the hang of psych engine. I figured out how to do all of those things with a help of a few tutorials. However, it did take quite a while for me to learn.
I think this can apply to literally anything. Writing, coding, art, and everything, outside and involving games. Hell, even directing in general... You need skill, and you need to practice.
Thanks for the advice, man.
I’m always afraid to ask for help with stuff cause I never feel like I have enough work to show that an idea I have could go actually go somewhere.
As a small, team-less modder thinking of asking for some small help, this video was very very helpful. Now I know what I need to get, what I need to ask, and how I can get it. Thanks!
LSE knows children are watching so he needs to be as kind as possible
Unless it's a thumbnail
Ikr
My mod eventually gained traction after I provided sprite sketches and cover art, and we even got some people that have worked on things like MCM and even Kapi
I love this video because its giving me confidence to make music and actually start on a mod I'm passionate about, and the truth is, its that people with these crazy impossible lists don't know how to do any of the stuff required to make a fnf mod.
Thanks for this very educational video.
I'm not learning coding right now to learn how to mod, but to hopefully make a game of my own. And, honestly, I'm glad that I clicked on this video. It's nice having a person assuring you from the other side that it's worth the effort.
Thank you so much for this video! Now I actually have an idea of how I can get an artist to work with me. But oh man getting a DM is gonna take ages
This video is exactly what i needed, you explained everything so perfectly. i was always kinda self conscious about the second mod i released (typical colors funkin). at first, it was just me and a small amount of people (like 3-4 people i think) and i did most of the art for the mod, with others doing music, coding, etc.
When the mod was released, suddenly more people wanted to work on the mod with me, and it actually put a bit of pressure on me. At first it WAS going to be small little updates here and there to avoid any stress on people, then when more people joined, I felt this odd sense of pressure to put everything and everyone's ideas into the mod.
This video really helped me think about all this and even how to manage my own mod, thank you so much, lse!!
I get it now, not like I wanted to make my own mod but I think it goes for anything else that requires a team effort. The person with the idea has to contribute too, if you have skills the ideas will come :)
Having failed twice while making the FNF mod,
I really sympathize with this video.
I am of the same opinion as you
(So I'm making a 1-song mod right now lol)
This is really helpful to me cuz I canned all my own mods cuz lack of motivation and busy IRL stuff I know some mistakes asking someone to join the mod I only know how to make Music and other things so thank you LSE for this advice its really helped to me
I wanted to do a mod, have the ideas and everything but really like you said I have NOTHING to bring to the table.
My art skills are not sharp, I have no idea in music and no skills in coding. I just gave up for the soul fact I don't want others to work on something if I'm not involved.
video was a wake up call, thank you LSE
A while back, I had tried to get a team together for a mod that I was really excited to start developing. But actually finding team members took forever, and I had no idea why. Looking at this video, I can see exactly where I went wrong. But it doesn't help that I ended canning the mod later because progress had come to a dead stop. But looking back on it, I might pick it back up, and maybe even expand on it. But you know, with all these points in mind. I can already do spritework and coding by myself, so realistically, I'd only need a musician and charter (or two, depends), and I'd have a good enough group to get started.
This video is a must-see for modding beginners, especially the younger ones.
These are honestly very good tips and info for game developement as a whole. If you want to make a game do research, learn and start off with a small project that is fun to do.
I will say I feel this as I have been working on my own mod for a while but the way I’m doing it is mainly going from artist and musician getting commissions and on occasion I will get one of them who is passionate for the cause and help or do things for free. It just means I don’t really have a team if you will most of them don’t know what the others are doing or even that there are others
Im an director and artist,animator and musician ,a big tip when you wanna make a mod is,do it with your close friends and keep the mod fun,dont act like its business or like you do a mistake ur gone,thats how i direct mine and in under 5 months we are almost ready to release it with 8 songs and everything new without it being leaked,because the dev team isnt random people i pick up,its just friends of mine,we are like 30 members working and like 10-20 spectators to keep the environment fun for everyone,we got vcs where we play fortnite everyday and then we get serious a tad when working,overall fun to create,keeping people motivated aswell.
Another thing is,dont keep it too confidential,depends wether you want it to,i like teasing and doing what i want in the mod and the mod being really open arms with its community server so they know what they are getting when it releases and also keeping them updated with all the news,ive been an artist for 4 years and a director for 2,everyone starts somewhere but what you said in this video is a really good tutorial for new people getting into modding.
I have been working on my mod for about 2 years! And I have been thinking about getting a team for it for a while, but I hope this video has all the information I need!
In my case I wanna do everything by myself and it’s hard for me to ask other people for help
I have so many ideas and starts for FNF mods to work on on my own, and I am able to handle a lot of it, aside from a big side of scripting (instead using scripts found or given to me, with credit), and music making, which I have never done before.
I can draw, animate, I know how to use psych engine, I can chart.
But I need to get other projects done.
And stop piling up so many other ones.
So that I could spend time working on it instead of having to balance through 10 different projects and not being motivated.
I'm happy that I've been able to get one out, even if it's set to private (as in, on google drive only for the community the mod is made after), and still unfinished, but I wish I could just get done other projects.
It's a shame all of them are so much on long term.
In any case, that video was very interesting, because I do see these mod recruits message often, and I never had found it too bothering, but after watching this video, I think I get it.
It was very interesting to watch.
Holy shit, I 255% Agree. Especially with the last point!
Making mods should be fun, a majority just want their own mods for some reason, probably to get famous, but completly forget why they the fun THEY or OTHERS should have...
I've worked for many mods before and the ones that came out (Vs Ricky recently) or actually make progress, are the ones were the director is REALLY passionate about the project and implements themself into it,
the best mod teams are the ones that actually feel like a fun community.
This stupid, we need X amount of Y is SOO annoying! Especially if they get like 4 coders or charters or some stuff.
I'm a Lua coder with some minor experiance in Haxe, and another Lua coder (with less experience than me) is just useless 95% of the time, and a large portion of directors don't understand the difference between Lua and Haxe, and so the hire another one that said "I'm a coder yeah" and now we have another Lua coder, but no one who properly knows how to edit the base game...
But the best thing about modding for me is the process, and finally seing people enjoy it, playing it and uploading videos, or just comment below mine. The best and most motivating thing ever! Seing people enjoy the stuff I made is perfection.
Thank you FNF/Music Jesus (no but seriously thank you, this was amazing advice)
This advice really helps, I'm working on an fnf mod and I still haven't made a team, so to see this video makes me happy
as someone who singlehandedly tries to do the art for mods, yeah to be honest you need something to bring to the table
Definitely gonna use this.
Hey! I'm a Mann Co/Secret Histories/(former)MCM artist and animator, and I cannot agree with this more. Even with my modest fame, I cannot find people half the time to help make a new mod, and I think that's mostly to do with size. I this downscaling and shit is most needed for a successful one until you learn/have enough success with the small one to turn it into something bigger.
7:00 8 coders are for coding health drain mechanic, instakill notes and dodge mechanic
I agree. I’ve joined a few mods and none of them had came out or really progressed at all. And if the mod was still sorta in development still, people would start to leave the team. I make music for mods and it never comes to fruition, so it sucks to see work and time I spent be wasted. And I think that goes for everyone else have so much talent be discarded so easily.
With any game, LSE has it on point. Make a small game. Use that small game to make a bigger game. Then make the game you want to make. Or in this case a mod. Good luck to everyone out there!
Holy shit… bro turned me all around in a good way. Thanks for saying this stuff, this really got my gears turning 😁
Once I get my show released, I hope to make a mod based on it! It would be nice if I had the patience and skill to do it; maybe once I try, I can do it!
Wait so no one will join a mod if I can't do anything myself?
...Shit.
Love it! Hey I have question? When will you make the Fnf custom stages tutorial? Thank you?
You make a very good point here
I've been to lots of fnf mods, only a fourth of the mods i joined actually were finished and got out.
it's incredible the amount of modders that don't know what they're getting themselves into when making a mod or the amount of mods that get close to being finished but just, never does for some reasons ???
at least that gave me a good experience on what to expect from the community lmao.
But yeah, the only mods i worked on and got out were with directors that carried 1/2 departments so hard you could only believe the person was passionnate and the mod would see the light of the day someday, making you want to be part of it. (also they wouldn't need anyone helping them there)
and yeah they promised to help me in return ahah.
You helped me a ton with this so thank you❤️
This hit home, while I don't make fnf mods I like making lyrics covers for fnf mods/gaming osts. I have been scared about who to ask to make thumbnails, other va's, and have other talents. But I am going to take your advice and build my profile up, making videos on my own, before I contact others. Thanks
thank you so much dean!
Never go from 0 to 100, start making covers of songs and/or everyone sings mods. or chart your favorite irl songs to practice charting. you build up one step at a time.
This is some really great advice! I was thinking on making something small too because after all, that’s why there are updates!
i'm not gonna lie this also makes for great advice for developing any mod for pretty much any game as a complete beginner.
Spread this video like wild fire gogogo, you'll never get advice as good and as this when it comes to mod making basics
I hope we'll start to see lots of wonderful 1-3 song mods instead of the bajillion song gazillion hour long attempts 😭
this is all so completely understandable for me lol, I have been working on a mod for almost two years. it all started with my friend and I and the main reason he left is because I can't do digital art. I have sketched full sprite sheets on paper but that's all I had done. until I manned up and decided to practice making chromatics and music so that I could at least bring something other than my ideas to the table, and now almost two years later I almost have two fully completed mods AND the support if my friend again. of course I can't give myself all of the credit as many a fiver artist and multiple friends have helped along the way especially with coding since even with immense practice I still can't seem to master it XD
This resonated with me, I will try.
Kade said it as well but asking random people to help with a mod usually ends with disaster anyway. Usually dropping your own projects whether it be just artwork or songs and not just full mods leads to making friends anyway and those people end up making the mod making process not only more smooth but alot more enjoyable as well. I seldom ask for random help unless my friends are really tied up or just cant or dont feel like it.
YOUR VIDEOS MAKE ME INSPIRED
I agree about all of this, when I started fnf , it was crazy no one knew how to mod anything, so we all learned, then we got the mod out. It I do think a bigger thing people forget , is just to ask, I know the meme, “do you wanna work on my fnf mod “ is cringe but sometimes that’s what ya have to do , at worst they will say no but as long as your not annoying about it and have a solid idea they will move then likely say yes.
Some of the greatest advice i never knew i needed to hear thank you mr ever
Omg, now I want to make a mod so much, thx for the advices ^^
I once joined a mod team and NO JOKE there was 50+ people in the team 💀
Tbh, I always have all these concepts and ideas in my head. I WANT to make them a mod, but I never try to bother people with "hey, let's make a mod!" I feel bad just being the Director/Ideas Guy. I'd use my voice for a chromatic- but thats not making music- lmao. Thats the first step to it.
And these big lists of "I need these people" like- no... you don't... you don't need to be the next Indie Cross. Just start with a Coder, Musician, and Spriter, and you're set.
And with people wanting to make "[Thing] Mix Mods", atleast helping in one of those 3 areas would be good, make you feel better, and help you improve your skills.
This is all coming from a person that wishes to make their own Mix list on YT, but can't *yet* because first... I need to apply myself to either making music, being able to code it, or make actual sprites instead of bouncing/still pngs.
And if you do that yourself, one of those things, you might interest others with your work, and grow a small indie dev team to help work on your ideas/mod.
funny thing is, me and one of my friends made a fnf mod without any experience at all. It sucked at first but it started to become a mod that me and my friend wanted it to be (just with below-average songs and code but whatever) and it was pretty fun!
to add onto a big point, always have fun with it. as a point in this said most of these mods do volentier work (I say most cause there are a few people that will do paid work for this(don't ask I just know, i always try work on projects I see value in)), and if no one isn't really having fun with it no one is going to work. yeah you gave something on the table and you have stuff already ready to go for the mod and you have assembled a team if no one on that team doesn't have fun with it what are they going What's. whats worse is if you don't have a list of things to do on a mare od you left in the dark. people would be more contained then anything if they joined and there was nothing on a list of todos.
yeah, you could offer cash(which some people do for some reason which is dumb), but then that's pouring money into it adding that would basically as LSE said "trying to make a small indie studio" instead of a team to make one thing. as a composer for my personal projects, a few friend projects I'm helping out with, and even my own mods I co-direct(even if those teams are really really small rn) it's all about having fun and trying to do you best that YOU can do.
yeah having people focus on tasks is essential, but you don't need to be super strict about things. always be a little bit relaxed and try your best; things will eventually work out. this video may be for FnF, but the same principle applies to almost everything that's noncommercial. for example fan games, extremely small and open-source indie projects (note open source), as well as just something your working on that's noncommercial. this video essentially applies to all of those.
while I may be a random guy on here I always try to have fun with my work and these big points talked about in this video I relate with a lot. take this video and my comment here as advice to help out with trying to make something that anyone can enjoy!
I think part of the problem is that the standard of quality has skyrocketed from the initial mods 2 years ago
Kids (and inexperienced people in general) see all these crazy polished mods like indie cross and sonic.exe and the like and assume that this is the level they need to achieve in order to get eyes on their mod
Nobody wants to start small because nobody will give them the light of day anymore if they do
not that there's anything you can do to change that, it's just probably the reason these crazy lists and insane scope creep projects happen now
This is why. Such high expectations and nobody wants to be swept under the rug. This video has, ehh, advice, but it's a couple years too late. If it happened at the beginning, it'd be on point. It feels more like this video is throwing shade on the inexperienced rather than actually helping them due to this crazy project creep that went on in the last 2 years. Watching this video only depressed me rather than help me because of these high expectations to even be glanced at.
@@VampiricDragon666*I can relate.*
Thanks for the good tutor, keeping this for a memo
As a person wanting to make a mod, it sucks that I can't draw and I don't know how to use FL Studio. All I can do is be the ideas guy and as you've said, that's absolutely worthless.
Bro. I know how you feel. I tried to find modders as well but it's been difficult.
Yeah
Musicians are very hard to find fr
Yep, that's exactly what happened to me. I went in there with no experience in anything and tried to find loads of people not even knowing what task I would assign to them. Now, after a year of that mod not moving a step forward I decided that it should be canned cause like no one wanted to work on anything. Even after that I found new friends here and there who motivated me still to continue and that's what I liked about working on a fnf mod. I still do fnf modding and directed a few projects here and there which are now also canned cause same reason lool.
Tip: if you want a working fnf mod do exactly what longestsoloever said in this video and you will probably do way better than I did. Start small and learn new skills and then maybe after some time you could ask your friends if they want to help on your project blah blah blah. I'm also learning to make musicisisicis lool
actual good advise isn't real it can't hurt you
actual good advise:
5:20 and where are those youtube tutorials excatly? Cause i couldn't find any tutorial on this coding language, or how to add background or make main menu etc. In fnf source(NOT LUA, SOURCE) -_-
I learned mostly from BrightFyre's Kade Engine tutorials. Most of it still applies to Psych stuff today.
@@longestsoloever wow for the first time a youtuber that replies to my comments, thank u so much :D ill look it up
thanks man. i needed this for so long
The bit about the list was a really good piece of insight and I hope it reaches who it needs to. While I haven't worked on any mods, I have been offered, and it usually does come off like this. I did programming for a deltarune fangame, and, without my knowledge, another programmer was brought on. I had to kind of have a conversation with the director, like, do you know what it is we do? Do you know what the workflow is like? Do you know what it'll be like passing the entire project file back and forth? So seeing these ... fairly large numbers next to the "required" people comes off as, there hasn't been enough thought put in to realize what you actually need these resources for.
Having multiple coders working on a mod of anything is a delicate situation that needs to be handled carefully. Throwing code for a project between coders could very well result in very different styles of coding, especially if it's one mechanic or one specific file.
Thanks for this solo, I need it.
I'm still a Playtester, but I want to get into a more important one, like an artist. I love to draw and I will correct all the mistakes in the drawing if there are any. I hope I succeed. If it's not difficult for anyone, tell me where you draw characters? I really want to try. I already drew the characters themselves on the sheet, now I need to try it in the application
I'd suggest IbisPaint (that's what I use to draw) if you use a phone or tablet as it's harder to draw on a mouse. Firealpaca and Gimp are also some alternatives that can work out.
That ending. Beautiful 😂