The continent idea is a very good way to organize it. We should probably do something like this: [ Continent 1 ] Art (its own folder) / Models, Textures (subfolders for each) Sound / Effects, Tracks NPC algorithms / Walking scripts, Fighting scripts, Enemy data And then just make each continent go forth from there. A tiny note on sound, the effects would be defined as short sounds (bang, slash, tada) and tracks would be defined as themes, such as a fanfare, or level music. We do need to organize though and build on your idea Alan, for sure. As we get a feel for what is involved, we will need more folders. On Sun, Apr 26, 2009 at 7:15 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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) >>>>>>> > >>>>>>> >>>>>> >>>>> >>>> >>> >> > >