[project1dev] Re: file organization

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 26 Apr 2009 18:58:48 -0700

well here's the things im worried about:

1) We have a lot of stuff that isn't used hanging out (makes the game bigger
for no reason)

2) Someone might think something is unused cause theyve only ever seen it in
once place, and they removed it from that place, so they delete an asset
without realizing it was used somewhere else.  So, that other place just got
broken and we may not realize it for a long while (or maybe ever and then we
ship it broken).  Testing should help this, but good organization will help
even more.

3) When editing something, trying to find what we are trying to edit will be
tricky.  We have like dozens of caves, and some models named like
cave_floor.ms3d  cavefloor.ms3d  cavefloor2.ms3d etc, and we want to chanhe
one specific cave.  Which one belongs to that cave? you could look at the
script file, but artists who dont know how to read the scripting language
will also need to do this to fix up art.

basically if we just have a bunch of mismatched files all named random
things sitting in the same directory, or with an inconsistant organizational
structure we are setting ourselves up for pain and torture, and many subtle,
hard to find, tedious to fix bugs later on, which will also make our game
less stable.

If we can spend some time now, or soon when it's still early, and develop a
plan, our lives will be much happier as the game grows in size (:

On Sun, Apr 26, 2009 at 6:53 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> What do you think about categorizing by folders and sub folders. In the art
> folder you would have a folder named cave. If there is a bunch of something
> more specific create its own sub folder and put it in there. Like one of the
> sub folders could be mining.
> What's the biggest concern you have with becoming disorganized?
> On Sat, Apr 25, 2009 at 9:56 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>> when alan i were originally coming up with the idea for this game, we
>> actually debated going pure action rpg ala kingdom hearts or zelda...
>> ultimately, as huge old school final fantasy/dragon warrior fans, we decided
>> an update to the classic rpg w/ 3d graphics was the way to go.  Our
>> philosophy was: lets take everything we LOVED about the older games and make
>> that the backbone of the game... things like exploration, deep story lines,
>> treasure hunting, strategic combat, a lot of skills, classes, special
>> abilities and party members, strategic combat and add in our flavor to make
>> a one of a kind game that is both an homage to the classics and the next
>> step forward.
>> i wouldn't judge the game based on alan's temporary combat system... it is
>> just a filler, we're still only on the first milestone. you have to
>> remember, we're like 10 feet in on a 10 mile marathon - rome wasn't built in
>> a day!    We want to make an incredible video game and it's going to take
>> hard work and dedication and a huge time investment, but when we're done, it
>> is my ambition and goal that we will have one of the greatest rpg's ever
>> made.
>> We have everything we need to do it.. it'll just take time :) so don't
>> give up on it yet!
>> On Sun, Apr 26, 2009 at 12:05 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>> Even still, you know how many areas a world has?
>>> we'd have all sorts of folders like "unnamed hallway 1" or like "forest
>>> path 4536"
>>> we'll need something better like perhaps folders within folders such as
>>> in the main folders are the continents, then in each continent folder is a
>>> grid number (like G5) and then within that grid number folder, then we name
>>> it like "such and such pass".
>>> just one flat folder layout isn't gonna cut it i dont think :P
>>> On Sat, Apr 25, 2009 at 8:37 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>>>> I know I'm replying to this thread backwards, but...
>>>> In regards to the filesystem, how about we start making up names for
>>>> each area?  It would probably be easier to get that in early, so we
>>>> can make folders of areas based on their actual name in the game.
>>>> Other things we could organize as time goes on.  We could call the
>>>> cave something like "Vibro Pass" as a play on the fact that minor
>>>> tremors frequently occur inside (the shaking thingy), and then make
>>>> the folder named that (w/o spaces)
>>>> What do you think about the name Kent?  It feels like you should name
>>>> it actually.
>>>> On Sat, Apr 25, 2009 at 6:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>> wrote:
>>>> > Hey,
>>>> >
>>>> > We are going to have SOOOOOO many files to this game before long.
>>>> >
>>>> > We are going to have map scripts, combat arena scripts, enemy scritps,
>>>> > combat enemy scripts, behavior scripts (like kent's pathing script)...
>>>> >
>>>> > images, models, sound effetcs, music, etc
>>>> >
>>>> > So i was thinking, before it gets bad we should figure out how we want
>>>> to
>>>> > organize files.  If you guys want to wait til it gets bad then handle
>>>> it
>>>> > then, that's cool too though since we might not yet know how files
>>>> should be
>>>> > organized :P
>>>> >
>>>> > i was tryin to do this a little by having all the cavemap art be in
>>>> the
>>>> > cavemap folder, but "cavemap" isnt really a good name cause lol, we'll
>>>> > probably have a lot of caves in the game... :P
>>>> >
>>>> > any ideas? Or do you guys wanna just leave it alone for now until we
>>>> have a
>>>> > better idea of how the maps going to be laid out (which will help
>>>> figure out
>>>> > how files should be laid out / named)
>>>> >

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