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

  • From: "eric" <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 14 Nov 2009 19:22:26 +0000

They just meant to use temp models till the art team gets a chance to put in 
the real models
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: katie cook <ktmcook@xxxxxxxxx>
Date: Sat, 14 Nov 2009 11:17:02 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: an idea, what do you guys think?

BTW,

I love building little prop models etc. so if you guys don't want to make them, 
just tell me and I will do it.

=)

Katie

--- On Sat, 11/14/09, katie cook <ktmcook@xxxxxxxxx> wrote:

From: katie cook <ktmcook@xxxxxxxxx>
Subject: [project1dev] Re: an idea, what do you guys think?
To: project1dev@xxxxxxxxxxxxx
Date: Saturday, November 14, 2009, 11:13 AM

It seems like the focus has become more about just getting the game made verses 
trying to build a game that we are proud of and having fun making along the 
way...WTF????

Didn't know we were so concerned getting it cranked out by a certain time...

Anyway, just my thoughts.

I had the impression that part of the goal of the game was so people could use 
this as a stepping stone for portfolio pieces, etc.

Personally, I'd be embarassed to show anyone the game, and I'd just show them 
my individual work if we went this route, but it looks like we have already 
begun going that way anyway...

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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