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

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 12 Nov 2009 13:05:16 -0500

i agree, i will prepare design docs for the next areas and what needs done
for it tech/scripting wise

On Thu, Nov 12, 2009 at 11:48 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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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