[project1dev] Re: File Organization

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 10 Jul 2009 18:51:43 -0500

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.
>>>>> >> >>>>>>>>>>>> >
>>>>> >> >>>>>>>>>>>>
>>>>> >> >>>>>>>>>>>
>>>>> >> >>>>>>>>>>
>>>>> >> >>>>>>>>>
>>>>> >> >>>>>>>>
>>>>> >> >>>>>>>
>>>>> >> >>>>>>
>>>>> >> >>>>>
>>>>> >> >>>>
>>>>> >> >>>
>>>>> >> >>
>>>>> >> >
>>>>> >> >
>>>>> >>
>>>>> >
>>>>> >
>>>>>
>>>>>
>>>>
>>>
>>
>

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