Wednesday, November 29, 2006

work work work all i ever do is watch movies on dailymotion.com...erm i mean work...

after much complaining to myself about myself i got some Fleets stuff done tonight. Not much but it's something.

putting up for consideration an option to standardize the creation of vessel designs, weapon and sub model placement. used the escort class as an example: http://screwtape-studios.com/phpBB/viewtopic.php?p=2569#2569

did a little more work on the stats index which is forming up to be a huge database of information: http://screwtape-studios.com/phpBB/viewtopic.php?t=241

and suggested to the team and the community that we ought to reorg the vessels to more easily apply promotion points to players...but it's still kinda broken: http://screwtape-studios.com/phpBB/viewtopic.php?t=285

and thats it for today. good night.

A Lesson Learnt

Our Fleets project is coming along together nicely albeit a bit slow. I cant see the light at the end of the tunnel but I do see the tunnel wayyyyy off in the distance.

Slow progress is about all I can expect truth be told. Working remotely is always tough. School, work, family, job etc always takes center stage and we all realize this. Still frustrating though.

For example we need just a couple models built for Fleets. Just a few of the first ones which are the Escort and the Destroyer.

One gentleman built our Escort model and it looked great. But it was not useable as it was…I think…15K polys unfinished. Then he takes off and we never see him again so she needs to be rebuilt. Thanks chap!

Our modeler, Baheno, began the Escort rebuild already.

Baheno then built our Destroyer model. She looks great but now I am worried that the design wont mesh with the types of weapons the game is calling for which leads directly into the type of gameplay the game calls for.


The gameplay I desire calls for port and starboard weapons mostly, with enough room for some ventral and dorsal mountings. Weapons would be mounted on a turret or built into the hull with less traversability (thereby being less expensive). The design of the Destroyer model does not allow for port/starboard mounted weapons (it does but we’ll have to squeeze em in there and it wont look good). Nor does the Escort (but that’s not as bad because the Escort is a quick in, strike, quick out vessel. Forward mounted weapons make sense.)

So what are we to do?

a) start again and design a new Destroyer? I did that already and I happen to think my design is quite nice :D
b) modify the existing model to allow for better weapon placement?

Those options are fine. We are not far enough into development where we cant throw out or modify a model or two and expect it to hamper us.

But it took so LONG to just get the Destroyer complete. Baheno is a busy guy. Work and school together so I understand. No big deal.

But still…ugh…there is a bright spot that came from all this.

A lesson. I learned a lesson.

1)I have to know what I want exactly before I tell the concept artist what to draw.
2)What I want has to go beyond “it has to look cool”.
3)There is a pipeline and it goes like this. What I envision to> concept artist to> rough sketch to> final drawing to>3D model.

We’ll loose work and time because I didn’t explain clearly to the men what was needed. 1) I assumed they knew what was needed and 2) I didn’t know what was needed till it was to late.

A lesson learnt.....or is it learned?

Texture Resource Galore!

Wow. I found this little website just 2 minutes ago and I wanted to post about it. In fact I'll create a whole new label for this. Think I'll call it "Game Dev Resources". Yeah, I like that.

Here she is: http://www.gamingtextures.com/



This little webby is a really nice texture resource for game makers and the EULA is nice nice to boot. You can read about it as soon as you try to see a texture larger than a thumbnail and it'll give you guys the freedom you need to make games. Especially you level designers.



Basically it says you can put it in your work and even sell your work using the textures you find here. The only thing you can not do is download all their textures and 1) package them to resell and 2) host them on your own site.









Sounds like a good deal to me!









Is it free? Sort of. You can have all the textures you like for free as long as they are 512x512. If you want higher res images you need to pay. BUT their pricing plans are pretty great. Here, have a looksee for yourself.






There are a little over 1000 images, a little over 600 textures and 112 of them have normal maps to boot. that'll save a few minutes of work.



You want to see something really neat? The best part about this web site, besides that it exists, is the way they categorize their textures and then display them to you, the user.



Say you pick some random texture, a STOP sign. Well, the chances that you'll need more signs are pretty great so they offer them all to you via a little dynamic visual tree "thingy". See? Neat huh?



To bad I dont need any of their textures. They dont seem to have any space ship hulls available but it looks to be a new site so it'll grow. May as well grow with it.



Enjoy.