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 (: >> > > >