We should name it ProjectDev. :P On Fri, Jul 10, 2009 at 6:17 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > and what i mean by that if you are wondering is for instance lets say we > had a walk animation for when you were healthy, and another walk animation > for when you were severely injured. > > If we make some kind of animation editor (we should!), the animator might > say they want to use the "player/stats/percenthealth" variable to be what > controls the blending of the animations between normal and injured walking. > > that way, the more injured you were, the more your walk would look like the > injured walk (: > > yes, our game is going to rule :P > On Fri, Jul 10, 2009 at 3:15 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> nope, it doesn't >> >> it could possibly in the future as the editor gets more advanced but >> that's a ways off if ever. >> On Fri, Jul 10, 2009 at 3:07 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >> >>> As far as variables go, does it really apply to anyone who isn't >>> scripting or coding? >>> >>> >>> On Fri, Jul 10, 2009 at 2:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> yeah exactly. >>>> >>>> it's weird that they are going to use the same format but aren't even >>>> files :P >>>> >>>> kinda confusing but hopefully it makes sense now hehe >>>> On Fri, Jul 10, 2009 at 2:54 PM, Chris Riccobono >>>> <crysalim@xxxxxxxxx>wrote: >>>> >>>>> Ah, I see what you mean. So the variables just need the content to be >>>>> defined first, then you know what to name them. As soon as the >>>>> character system is in place you'll know what to call them, then you >>>>> can use that across the board :) >>>>> >>>>> On Fri, Jul 10, 2009 at 2:30 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >>>>> wrote: >>>>> > the variable names LOOK like directories but they arent, it's just >>>>> that the >>>>> > "global variables" (ie saved, persistant data of the game) are pulled >>>>> up by >>>>> > name, so we needed a way to organize the names so that we dont have a >>>>> bucnh >>>>> > of stuff like... >>>>> > >>>>> > Index >>>>> > Strength >>>>> > Strength2 >>>>> > OtherIndex >>>>> > TreasureChest9opened >>>>> > Chest9Opened >>>>> > >>>>> > etc it would be all confusing when we had hundreds of them. >>>>> > >>>>> > So instead we name the same variables above as (examples): >>>>> > >>>>> > Minigames/Poker/PlayerIndex >>>>> > Player/Stats/Strength >>>>> > Player/Buffs/StrengthBonus >>>>> > (etc) >>>>> > (: >>>>> > >>>>> > as for folders, whatever works for you! >>>>> > >>>>> > If i have to work in multiple folders i just generally have a window >>>>> open >>>>> > for each folder i need to work with but thats just me >>>>> > On Fri, Jul 10, 2009 at 2:17 PM, Chris Riccobono <crysalim@xxxxxxxxx> >>>>> wrote: >>>>> >> >>>>> >> As far as I can understand, it looks like the variables will each >>>>> have >>>>> >> their own file, and then on top of that, folder structure. >>>>> >> >>>>> >> That sounds great for what we're doing so far. I have a question: >>>>> >> when we have maps within maps, how should we classify that? >>>>> >> >>>>> >> For example, the fortune teller tent is linked from voidmap. Should >>>>> >> that map folder be inside voidmap, or be its own map? >>>>> >> >>>>> >> I am also curious about how you guys navigate your folders. Do you >>>>> >> use win explorer, or do you open each in a new window? When >>>>> shuffling >>>>> >> between folders quickly it gets to be tedious, which is why a good >>>>> >> organization would help, but I am stumped at what to do about it. >>>>> >> >>>>> >> On Thu, Jul 9, 2009 at 1:16 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >>>>> wrote: >>>>> >> > hey for the global variable thing w/ a bunch named similar things >>>>> i >>>>> >> > completely agree. >>>>> >> > >>>>> >> > on my todo list is to make it so global vars have to be >>>>> pre-defined in a >>>>> >> > special file where you have to give their name, and a description >>>>> of >>>>> >> > what >>>>> >> > they are for. >>>>> >> > >>>>> >> > i think for location specific information we would use a similar >>>>> format >>>>> >> > as >>>>> >> > the art like... >>>>> >> > >>>>> >> > MysticForest/LowerForest/ForestA1/Chest1Opened >>>>> >> > MysticForest/LowerForest/ForestA1/Door1Opened >>>>> >> > >>>>> >> > etc >>>>> >> > >>>>> >> > then for player stats do something like >>>>> >> > >>>>> >> > Player/Stats/Strength >>>>> >> > Player/Stats/Agility >>>>> >> > >>>>> >> > etc >>>>> >> > >>>>> >> > what you think? >>>>> >> > On Thu, Jul 9, 2009 at 12:20 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. >>>>> >> >>>>>>>>>>>> > >>>>> >> >>>>>>>>>>>> >>>>> >> >>>>>>>>>>> >>>>> >> >>>>>>>>>> >>>>> >> >>>>>>>>> >>>>> >> >>>>>>>> >>>>> >> >>>>>>> >>>>> >> >>>>>> >>>>> >> >>>>> >>>>> >> >>>> >>>>> >> >>> >>>>> >> >> >>>>> >> > >>>>> >> > >>>>> >> >>>>> > >>>>> > >>>>> >>>>> >>>> >>> >> >