[project1dev] Re: an idea, what do you guys think?

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 12 Nov 2009 08:48:44 -0800

I agree with Kahn #3 seems like a good option. That way we won't have as
many bottlenecks in our system.

On Thu, Nov 12, 2009 at 2:46 AM, Steven <supremeshadowkai@xxxxxxx> wrote:

> I don't play a bit role in this, but here are my two cents...
>
> I think option 3 best fits the way the project has progressed, at least in
> how I've seen it.  It appears that many of us are functioning in different
> types of schedules, and our availability isn't always consistent (I think
> that goes for just about everybody).  In that, it makes more sense for
> people to have the ability to move beyond the scope of what some others are
> working on if they are able to.  That way if they have a "slow period" or
> more work in other pursuits at a later time, it can make up for it.  Also,
> it would allow the coders to get the technical aspects laid out beforehand,
> so that by the time final art is even introduced the environment will have
> been tested for most functionality bugs.  Also, it might give the artists
> who are more heavily involved with the game part more insight into what type
> of art to make.  You know, a game's "experience" can often affect the way
> you "feel" about the game, thus changing the appropriate art and music
> schemes.  So I think that letting everybody kind of work at different paces
> would be more beneficial to the creative flow of the artists (and coders),
> and will let the game progress at least as fast as it has.
> Alan Wolfe wrote:
>
>> Hey so i think one thing we've learned from working on the RPG so far is
>> that it takes A LOT of art :P
>>
>> Even with a lot of artists theres just a ton of art to make and art takes
>> quite a bit of time and effort.
>>
>> i was thinking of a couple ideas to help with this...
>>
>> #1 - finding free / cheap 3d models and textures on the net and using them
>> for things that we don't care alot about (ie furniture perhaps or simple
>> props and things), that way we spend our "art time" on the things we want
>> custom which is the cool stuff like bosses and specific items and characters
>> perhaps?
>>
>> #2 - we could try to make some efforts to make art re-useable.  This is
>> hard for the void area since it's very unique, but for the mine we worked on
>> last, we could have for instance made "generic cave walls" art in a way that
>> it was re-useable.  When we have a library of re-useable art, building areas
>> should go quicker cause we already have art assets made.  We have the
>> ability in game to colorize art programatically so we can recolor and reuse
>> models as well too.
>>
>> #3 - we could change our workflow.  Instead of trying to push towards
>> milestones and have every area 100% done before we move on we could change
>> it up.  We could just build things up functionally with whatever junky art
>> we had (ie the temple as is would be fine lol).  As long as things are
>> working functionally we can move on.  I think if we went a route like this
>> it would be good to keep a list somewhere of what needed to be done
>> artistically such as "the temple needs real art and a decoration pass".  The
>> benefit to going this route would be that we could just keep building areas
>> and moving the game forward.  It may not look pretty but it should be
>> playable and it could be made pretty over time.
>>
>> but hrm, just throwin some ideas out there what do you guys think?  Maybe
>> we just say "meh" to art quality and get the game built with a whole bunch
>> of temp / programmer art and worry about making it pretty later on / at our
>> leisure?
>>
>> It would be nice to move onto the next area and start getting some story
>> together and real game play and stuff (:
>>
>
>
>

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