[project1dev] Re: file organization

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 26 Apr 2009 21:30:41 -0700

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)
>>>>>>> >

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