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

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 14 Nov 2009 11:08:56 -0800 (PST)

I personally think this is a terrible idea.

What the heck is the point of making a game unless your gonna make it.

How would you present this? Hey check this game out that I made using a bunch 
of borrowed crappy models off the internet...

Don't think that it will be taken very well.

If you guys want to make a game to just make a game, then maybe I should be 
reconsidering my contributions...

Katie

--- On Wed, 11/11/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] an idea, what do you guys think?
To: project1dev@xxxxxxxxxxxxx
Date: Wednesday, November 11, 2009, 10:09 PM

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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