[project1dev] Re: file organization

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 26 Apr 2009 19:15:39 -0700

Yeah for sure, that is a totally good idea.

I dont think it goes far enough though, cause even with that method (which
is way better than nothing), we will still have folders like... "Cave"
"cave4"  "caverino" "mine" "mine3" and we'll run into the same problem.

i was thinkin maybe we have subfolders for continents then subfolders in
there based on a grid of a continent (ie folders like A1,A2,A3 etc) and then
inside of the grid # having the named folders like "cave" etc.

but, we don't yet know how the world is going to be set up so it's kind of a
moot point.  After the character creation maybe we will know how the world
is going to be laid out better (like if there are going to be multiple
continents, multiple worlds like eric was talking about, or what).

So we can put it off but i think we'll need somethin a lil bit deeper as a
longer term solution (:

On Sun, Apr 26, 2009 at 7:10 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Ok good point. Then I like Chris's ideas of naming areas now. That way
> stuff that is attached to each area will remain in the correct folders.
> Using his example, the cave could be named Vibro Pass. We could always
> rename areas later if we need to. They could be more like temporary titles
> like "Mega Man" was.
> Don't have an idea off the top of my head for the file naming. Maybe there
> should be a naming protocol of some kind.
> On Sun, Apr 26, 2009 at 6:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> 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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