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 (: >>> >> >> >> >