Hey, I'm starting up a project that is similar to, perhaps a bit smaller than, WCS (modding a newer engine to make a unique, polished game based on an older one) and I admire WCS so much that I was hoping I could get some tips from developers who were with the project for a long time (Tolwin?), mainly regarding managing a project like this and seeing that it reaches completion with the amazing level of polish and love that was achieved with WCS. I have questions about how you acquired your music and from whom, how you picked voice actors, the process by which you wrote the missions/story arc, and a whole lot of other stuff. If someone would be willing to give me some of their time I could put together a list and put it here for everyone or I'd be happy to have a discussion via PMs or some other way. If my project turns out anywhere near as good as WCS (and it will if I get my way) then I'd be ecstatic so I'd be really really grateful for even just a little bit of advice.
And before anyone tries to tell me not to try anything with the scope of WCS;
1. My idea isn't quite so ambitious in some major respects
2. I'm doing it anyway, and no one is going to talk me out of it.
Well, I don't want to give too much away right now (I'm still setting everything up like the website/forum etc. I only settled on the name earlier this week) but I will say that I'm going to use Star Citizen as the basis for a total conversion mod. That will mean that I'll be distributing the mod files and not a total game like WCS and my mod will only be accessible to people with Star Citizen, but I think such a fresh new engine crafted by a team lead by Chris Roberts without a publisher getting in his way is just too good an opportunity to pass up. Oh, and the engine doesn't technically exist yet, but that just gives me more time to work on 3D assets, and when it is ready I won't have to work on the engine itself in any way. I'm going to rip the guts out of Star Citizen, in terms of ships and systems, rebuild them from the ground up using a particular older game's universe and lore (not WC btw) and tweak a few mechanics. Because I don't know how Squadron 42 will work (though I have a good idea, being a CR game) I can't really start on the campaign until the full game is released. Private server/s hosting an open universe will something I could probably release well before the campaign, not sure whether or not that's the right way to go (a bit like WCS's demo I guess).
So I guess my project will be similar to WCS mainly in terms of having all the assets designed from the ground up to the high level of detail and polish for the whole universe and lore as well as the campaign.