the key to organization is to stay consistent, there's gonna be problems no matter what i think, so just minimizing them is what is important. like kent said, i say we pick one and run w/ it, when we get down to it i dont think there are drastic differences - it'll be a pain regardless when you're talking about thousands of models/textures, etc. On Thu, Jul 9, 2009 at 3:20 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Basically implementing the organization system is a bit of tedious work. We > would need to tell svn to rename/move all the folders. Then we would need to > go into every map, enemy, script used and make sure that all the links still > connect right. There will be lots of room for human error > > Global variables - I'm betting there are going to be tons of them. I forsee > there being a lot of flags to see if something has been done or not. I also > forsee a problem with similarly named/functioned variables. For example I > already have a variable to see if you talk to the old man for the first time > but there will probably be a variable later for talking to him on another > visit. I'm betting that any area with a lot of dialogue will need global > variables to keep of what was said, all stats will need them, etc > > I don't know about organization I think it could go either way. We should > just pick one and run with it. > > > On Thu, Jul 9, 2009 at 12:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Yeah your concern makes sense. >> >> I was thinkin we could have a "props" folder in /art/models/ and break it >> down into subfolders by type (ie furniture, trees, etc) so that for things >> that were re-used in multiple places we'd put it there. >> >> Eric's idea took that one further that we could just have "common" folders >> whereever needed. >> >> Like if something was re-used in the "mystic forest" we could have >> /art/models/mystricforest/common/ where all the shared stuff across the >> areas of the mystic forest go. >> >> so we'd have location specific stuff, and then also common folders at >> various scopes that had art that was shared within their scope. >> >> make sense? >> On Thu, Jul 9, 2009 at 12:07 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> I believe we should build a file structure that breaks things down by >>> type, rather than local for models. Textures should be broken down by area. >>> Say you have multiple types of an enemy Knight. Say, a Dark Knight and a >>> Light Knight; dark knights are habitable in some obelisk; light knights are >>> habitable in a temple. Lets say later on you want to use both knights in >>> the same area, perhaps a "final area" or an arena of some sort. >>> >>> Instead of having duplicate entries for Dark Knight and Light Knight in >>> /art/models/mobs/obelisk/darkknight, lightknight, darkknight texture, >>> lightknight texture, etc etc. >>> /art/models/mobs/temple/ >>> /art/models/mobs/arena/ >>> /art/models/mobs/finalarea/ >>> >>> or having to fish around in various folders looking for where to script >>> in the mob and appropriate texture, you could just go to... >>> >>> /art/models/mobs/Knight >>> /art/textures/mobs/Dark, Light >>> >>> >>> Similarly it would apply to traps, building structures, etc. A pillar >>> used in FirstTemple may be able to be used in another temple using a >>> different texture, even the floors and walls can be reused many times. >>> >>> /art/models/buildings/floor/floorsize rather than having different >>> floor/wall models for every map (which will eventually create TONS of >>> reduntant files) >>> >>> /art/models/buildings/structures/pillar >>> then call the appropriate textures by >>> >>> /art/textures/buildings/firsttemple/pillargranite >>> /art/textures/buildings/obelisk/pillarmarble >>> >>> >>> There are a lot more uses than what's listed above, but that should give >>> everyone a decent idea of what I'm going for here. >>> >>> >>> >>> >>> >>> On Thu, Jul 9, 2009 at 1:44 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> well nick the issue is that there is no perfect way to do it that would >>>> suit all of our needs, basically i think we just need to pick something and >>>> be consistent - there are downsides and upsides to almost any system when >>>> you're talking about the depth and diversity of art, etc. these folders >>>> will >>>> contain. Definitely if you can come up with something more efficient we'll >>>> all be happy but I just don't know if a drastically better method exists >>>> >>>> as far as changing file structures go, i would say, maybe we should >>>> start now on the void map stuff and we can go back and do the cavemap when >>>> we revisit it... although i don't entirely know what it will entail in the >>>> back end changes >>>> >>>> >>>> On Thu, Jul 9, 2009 at 2:34 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> good question on global vars, we have so few of them its hard to tell >>>>> what they are going to be used for yet. >>>>> >>>>> what do you think, do you have some ideas? >>>>> >>>>> And sounds good for scripts following the same format and I think peeps >>>>> are for keeping file types seperated. >>>>> >>>>> For implementing the new naming structure we could do it now or wait >>>>> til after this milestone. >>>>> >>>>> I'm all for waiting but its up to you and nick and eric and katie etc >>>>> if you guys want to migrate now or after the milestone >>>>> On Thu, Jul 9, 2009 at 11:25 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> I think its a good system. I think scripting should take the same >>>>>> format. >>>>>> >>>>>> How would you like to name global variables? >>>>>> >>>>>> What do you want to do about implementing the new naming structure? >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On Thu, Jul 9, 2009 at 11:10 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> oh and eric clarified that the first half of the game is broken up >>>>>>> into chapters, but the second half isnt. >>>>>>> >>>>>>> so breaking the files up by location means we have both halfs of the >>>>>>> game covered by the same system which is nice. >>>>>>> >>>>>>> It seems pretty good, are you guys down w/ it too? >>>>>>> On Thu, Jul 9, 2009 at 11:01 AM, Alan Wolfe >>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Eric just brought up the point that maybe we should divide by area >>>>>>>> instead of chapter. >>>>>>>> >>>>>>>> I kinda like it cause it simplifies things. >>>>>>>> >>>>>>>> So like for the voidmap we'd have... >>>>>>>> >>>>>>>> /Art/Models/TheVoid/VoidMap/ >>>>>>>> /Art/Models/TheVoid/FortuneTellerTent/ >>>>>>>> /Art/Models/TheVoid/Temple/ >>>>>>>> >>>>>>>> (with subfolders in there as necesary) >>>>>>>> >>>>>>>> and then lets say the next area we go to is a big forest that has a >>>>>>>> bunch of diff areas, if the forest was named like "mystic forest" we >>>>>>>> could have folders like... >>>>>>>> >>>>>>>> /Art/Models/MysticForest/LowerWoods/WoodsA1 >>>>>>>> /Art/Models/MysticForest/LowerWoods/WoodsA2 >>>>>>>> /Art/Models/MysticForest/AlpineArea/ >>>>>>>> etc >>>>>>>> >>>>>>>> ::shrug:: hows that sounds instead of the "by chapter" idea? >>>>>>>> On Thu, Jul 9, 2009 at 9:34 AM, Nick Klotz <roracsenshi@xxxxxxxxx >>>>>>>> > wrote: >>>>>>>> >>>>>>>>> *thinking* >>>>>>>>> >>>>>>>>> >>>>>>>>> On Thu, Jul 9, 2009 at 10:46 AM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> Thanks for the input Chris >>>>>>>>>> >>>>>>>>>> "but we would try to not make a lot in case the game can't handle >>>>>>>>>> it." >>>>>>>>>> >>>>>>>>>> there is no problem with the number of files or directories there >>>>>>>>>> are, in fact i think more is better because that means we have more >>>>>>>>>> detailed >>>>>>>>>> organization. >>>>>>>>>> >>>>>>>>>> "In addition to that, we could zip or rar multiple textures into >>>>>>>>>> one file" >>>>>>>>>> >>>>>>>>>> The game doesnt constantly scan directories or anything like that, >>>>>>>>>> and storing the files in zip files would increase the load times >>>>>>>>>> cause the >>>>>>>>>> contents of the files have to be unzipped when loading the assets. >>>>>>>>>> >>>>>>>>>> We could do uncompressed files like wad files. That would just >>>>>>>>>> hide our assets so people couldn't steal them or alter them as >>>>>>>>>> easily. >>>>>>>>>> >>>>>>>>>> That might be a good thing to do eventually but we need an org >>>>>>>>>> scheme for the wad files so are back at the same org problem (: >>>>>>>>>> >>>>>>>>>> But you are also for keeping the different types of files in diff >>>>>>>>>> directories, thanks for that input too! >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Thu, Jul 9, 2009 at 3:05 AM, Chris Riccobono < >>>>>>>>>> crysalim@xxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> This is a really tough one Alan, I don't envy you for having to >>>>>>>>>>> tackle it :) >>>>>>>>>>> >>>>>>>>>>> I thought hard on it and came up with a few things. A simple >>>>>>>>>>> content >>>>>>>>>>> based folder structure could work, so that the game can call >>>>>>>>>>> files >>>>>>>>>>> from appropriate folders easily. >>>>>>>>>>> >>>>>>>>>>> So it would have folders for each type of file: >>>>>>>>>>> >>>>>>>>>>> /models >>>>>>>>>>> /textures >>>>>>>>>>> /lua >>>>>>>>>>> /sound >>>>>>>>>>> >>>>>>>>>>> In those folders you could make subfolders based on needs, but we >>>>>>>>>>> would try to not make a lot in case the game can't handle it. >>>>>>>>>>> >>>>>>>>>>> In addition to that, we could zip or rar multiple textures into >>>>>>>>>>> one >>>>>>>>>>> file, and have the game read into that file when loading a model. >>>>>>>>>>> That could help when a lot of files have similar names and don't >>>>>>>>>>> need >>>>>>>>>>> to be scanned constantly in a directory. >>>>>>>>>>> >>>>>>>>>>> I can't think of more right now, but I agree that we need to find >>>>>>>>>>> some >>>>>>>>>>> way to organize things soon. >>>>>>>>>>> >>>>>>>>>>> On Wed, Jul 8, 2009 at 8:27 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >>>>>>>>>>> wrote: >>>>>>>>>>> > Ok so this topic keeps coming up, maybe it's time to figure it >>>>>>>>>>> out (: >>>>>>>>>>> > >>>>>>>>>>> > ============= >>>>>>>>>>> > Question 1 >>>>>>>>>>> > ============= >>>>>>>>>>> > >>>>>>>>>>> > How do we want to organize files? >>>>>>>>>>> > >>>>>>>>>>> > For instance one way, if our game is broken up into chapters (i >>>>>>>>>>> think it is >>>>>>>>>>> > but is that right eric?) we could organize by the chapter >>>>>>>>>>> something first >>>>>>>>>>> > appears in, as well as location. >>>>>>>>>>> > >>>>>>>>>>> > For instance! voidmap and tent art could go in... >>>>>>>>>>> > >>>>>>>>>>> > /Art/Models/Chapter 0/Voidmap/ >>>>>>>>>>> > /Art/Models/Chapter 0/Tent/ >>>>>>>>>>> > >>>>>>>>>>> > then, lets say we start working on a town that leads to a >>>>>>>>>>> forest that has a >>>>>>>>>>> > lot of different maps (and lets say this is for chapter 2), we >>>>>>>>>>> could put the >>>>>>>>>>> > art in folders like... >>>>>>>>>>> > >>>>>>>>>>> > /Art/Models/Chapter 2/UberVille/ >>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersA1/ >>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersA2/ >>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersB1/ >>>>>>>>>>> > /Art/Models/Chapter 2/UberVilleSewersB2/ >>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestA1/ >>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestB1/ >>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestC1/ >>>>>>>>>>> > /Art/Models/Chapter 2/MysticForestC2/ >>>>>>>>>>> > >>>>>>>>>>> > the "A1", "C2" etc is like, grid coordinates of the map >>>>>>>>>>> (letters are X axis, >>>>>>>>>>> > numbers are 1 axis?) so that for places with multiple maps, we >>>>>>>>>>> know where >>>>>>>>>>> > things are located kind of. It doesnt have to be really strict >>>>>>>>>>> cause not >>>>>>>>>>> > everything is square or grid shaped but as long as we do >>>>>>>>>>> something to give >>>>>>>>>>> > an idea of location and try to standardize it as much as >>>>>>>>>>> possible it should >>>>>>>>>>> > help a lot. >>>>>>>>>>> > >>>>>>>>>>> > Ok so you say "well what the heck, you might go to a town in >>>>>>>>>>> chapter 1 and >>>>>>>>>>> > then revisit it in chapter 3, where does it go?" so i'm >>>>>>>>>>> thinking it should >>>>>>>>>>> > go in the place where it FIRST showed up, so in this case the >>>>>>>>>>> town would go >>>>>>>>>>> > in the chapter 1 directory. >>>>>>>>>>> > >>>>>>>>>>> > Ok so what about re-usable objects like trees, chairs, tables, >>>>>>>>>>> treasure >>>>>>>>>>> > chests etc. >>>>>>>>>>> > >>>>>>>>>>> > What if we had a folder like... >>>>>>>>>>> > >>>>>>>>>>> > /Art/Models/Misc/ >>>>>>>>>>> > >>>>>>>>>>> > and then in there we could have subfolders like "furniture" and >>>>>>>>>>> "trees" etc. >>>>>>>>>>> > >>>>>>>>>>> > That's my rough idea... good? bad? anyone got a diff or better >>>>>>>>>>> idea? (: >>>>>>>>>>> > >>>>>>>>>>> > ============= >>>>>>>>>>> > Question 2 >>>>>>>>>>> > ============= >>>>>>>>>>> > >>>>>>>>>>> > Right now we have art in one folder, models in a subfolder of >>>>>>>>>>> the art >>>>>>>>>>> > folder, and then we have maps, enemies and trap scripts in >>>>>>>>>>> another folder. >>>>>>>>>>> > >>>>>>>>>>> > Do you guys think we should keep files seperated or should we >>>>>>>>>>> put them all >>>>>>>>>>> > together? IE just have a "content" directory and scripts will >>>>>>>>>>> live with >>>>>>>>>>> > models and textures and sound effects all in the same folders. >>>>>>>>>>> > >>>>>>>>>>> > If we have all the files together, on the one hand our content >>>>>>>>>>> is more >>>>>>>>>>> > organized cause it's all in the same directory structure, but >>>>>>>>>>> on the other >>>>>>>>>>> > hand there will be a lot more files per folder and it might get >>>>>>>>>>> confusing in >>>>>>>>>>> > places where there is a lot of art and lots of script etc. >>>>>>>>>>> > >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >