You seem fairly new at SMW hacking and Game Design in general. SMW hacking is a concept I've worked with for a number of years, and game design in general I've worked with for about 6 years. 13 if you count exploring game design and reference building. Even more time of mine has been spent analyzing art.
It's passing that knowledge ahead that's not so easy. And many people have a lot of difficulty grasping that knowledge. But I want to get one thing clear; SMW hacking is something that takes a lot of time, effort, concentration, and motivation.
The absolute most important thing you need is an objective sense of the difference between what makes a good hack, and what makes a terrible hack. To get that information, I would look between a couple resources.
Here, you want to play as many of the worst hacks imaginable. The ones that will make you rip your hair out in a screaming rage and wonder how someone could fail so hard at game design. Not all of the hacks there are terrible; you need to dig deeper; find the worst of the worst.
Take notes then, on what it is about these hacks that make them bad; write a list, perhaps.
Here, you'll want to find the exact opposite. The highest quality hacks imaginable, the ones that will make you excited, the ones that make you legitimately happy.
Take notes on what makes these hacks good.
Armed with that information at your fingertips, you will have the knowledge necessary to make something spectacular.
It's passing that knowledge ahead that's not so easy. And many people have a lot of difficulty grasping that knowledge. But I want to get one thing clear; SMW hacking is something that takes a lot of time, effort, concentration, and motivation.
The absolute most important thing you need is an objective sense of the difference between what makes a good hack, and what makes a terrible hack. To get that information, I would look between a couple resources.
Here, you want to play as many of the worst hacks imaginable. The ones that will make you rip your hair out in a screaming rage and wonder how someone could fail so hard at game design. Not all of the hacks there are terrible; you need to dig deeper; find the worst of the worst.
Take notes then, on what it is about these hacks that make them bad; write a list, perhaps.
Here, you'll want to find the exact opposite. The highest quality hacks imaginable, the ones that will make you excited, the ones that make you legitimately happy.
Take notes on what makes these hacks good.
Armed with that information at your fingertips, you will have the knowledge necessary to make something spectacular.