[project1dev] Re: File Organization

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 8 Jul 2009 21:02:47 -0700

I think your art organization idea is good. We should follow a similar
naming scheme on the scripting map side. I think leaving them seperate is
fine but they should follow the same naming system.

/Scripts/Chapter 0/Voidmap/Maps/
/Scripts/Chapter 0/FortuneTellerTent/
/Scripts/Chapter 0/Temple/Enemies/Traps

On Wed, Jul 8, 2009 at 8:30 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> nope :P
>
>
> On Wed, Jul 8, 2009 at 8:29 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> If you create a shortcut to a file, can you call upon the shortcut path to
>> use the original file?
>>
>>
>>
>>
>> On Wed, Jul 8, 2009 at 10:27 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.
>>>
>>
>>
>

Other related posts: