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Particularly since we started doing funding on Patreon, I thought it might be a good idea to take look at what all I've been doing in the past month now that, thanks to your generous contributions, I've had some real time to work on the site. :)
Here's what we've done so far:
- Better collection browsing -- You can now sort collections by the number of items in them and how recently they've been updated. People can also mark them as "unlisted", which allows us to keep general public collections separate from collections saved for personal projects.
- Artist patreon links -- If you submit art on OGA, you can now edit your user profile and add your patreon username. A link to your patreon page will be added automatically. This is pretty easy for me to do, so if you have suggestions for other funding sources for artists that OGA can tie into, let me know and I'll see about supporting them if there's enough interest. (Note that it's always fine to add a donate link to your art descriptions).
- Fixed download counters -- I took them down because they were part of our server overload crisis back in February. Now I've rewritten them and brought them back. If you run a drupal site, you can find my download counter module here.
- The Procedural Death Jam -- This game jam that I co-ran with Lars Doucet of Level Up Labs was a lot of fun and a huge success, and will get its own blog post. If you haven't already seen it, definitely check it out. We got some really amazing entries. :)
- Minor bugfixes and updates under the hood -- I updated a few things under the hood to allow for some more changes on down the line, and recoded a couple of things (people may have noticed that the top submitters box was missing for a few days as I was rewriting it. It's back now.)
- Minor bugfixes and changes above the hood -- Our user registration page looked terrible. Now it looks less terrible. :)
- Fixed an issue in advanced art searches -- When people searched for art using the search box, all licenses and art types were deselected by default, which often meant that very few or no results showed up. This issue has been fixed, although art searching is still far from perfect.
Plans for next month:
- More collections improvements -- For users who are using collections to track the art in their projects, I'd like to be able to generate a CREDITS.TXT file on the fly that will list all of the art along with licenses and attribution instructions. The user may need to hand-edit the file at the moment, but it should contain everything needed to properly track and credit the art that you're using.
- Popular This Week -> What's Hot? -- The "popular this week" box works fairly well, but in general, assets tend to rise to the top of it and then just disappear once they've been there for a week. Next month, I'm planning to change it to a "what's hot" box, that gives more weight to newer items and ages things off gradually. This should give more submissions a shot to be on the front page for a little while, particularly during weeks where there are already a lot of really good submissions. Also, a hotness score will take into account not only the number of favorites, but also the number of downloads and possible page views as well.
- Latest Submissions -- A frequent complaint we get abot the latest submissions box is that sometimes people will post large amounts of small submissions that should be grouped together, knocking larger submissions off of the front page before anyone gets to see them. I'm working on a way to make sure that a single person can't dominate the latest submissions box on the front page.
- Art Sets -- Not to be confused with collections, art sets are another way of allowing administrators to better organize content coming in. Returning to the latest submissions issue above, some groups of small submissions by the same author would be better served in the archive if they were grouped together into a single submission. Right now, administrators have to do this manually, and favorites and comments for submissions that are grouped together are lost. By grouping art into a "set", we'll be able to make it so that that set of art only takes up one spot in the archive, and for users downloading it, there will be links there to all of the other pieces of art in that particular set.
- RSS Feed improvements -- We've had some good feedback about the RSS feeds, and they can be improved upon. I'll try to tackle those this month as well.
Important note: These plans are not a guarantee that I'll be able to implement all or even most of these features in a month. I can afford now to take about 8 hours a week away from my regular job to work on OGA. A lot of this work is just going to be maintenance and community management, so that means I'm not going to be able to spend the entire time writing code. This last month I probably took a good 80 hours away from work to make the changes that I did, which I can't keep up over the long term at our current funding level (although about a third to half of that was working on the PDJ, with the intention of promoting the funding campaign). I chose to do that myself, but I want to make sure people are aware that last month shouldn't necessarily color expectations of what I'll be able to do every month. I will, however, keep coding as I'm able to do so. :)
Also, should we get to the point that I have more OGA funding than I have work to do, I'll use the remaining funds to commission CC-BY art for OGA users. Note that all of OGA's CC-BY licensed official commissions waive the anti-technical-measures portion of the CC-BY license, which means that you have permission to use them in places like the iOS App Store. (Disclaimer: I don't like DRM or Apple, but I do like game developers.)
Plans for later:
- The feedback queue -- I'm going through the feedback forum to find low hanging fruit -- that is, things that will only take a few hours to do, but will be a major improvement to the site.
- Gamification (that is, Fake Internet Points) -- We really need this so we can get going on letting users help keep our content organized, but I need to get input from the community on how to best approach it. Watch the forums for a discussion.
- Digital Assets Managed Neatly (DAMN) integration -- This is still in the very early planning stages. In the short term, it could mean automatic generation of previews for 3D art (perhaps even webGL previews). In the long term, we're looking at ways to hook OGA directly into a digital art assets management application, so that game project developers and artists can use OGA as a specialized version control and collaboration platform for working on their art.
- Better curation and searching -- Before we meet the $1000 funding goal, I'm planning on putting together a proof of concept site with a few pieces of art to demonstrate what people will be gettting from this. The reason that it'll have to wait to be activated on the production site is that isn't that it's necessarily going to take a while to code (it might, it might not), but that it's going to involve a continuous time commitment for curating the art. Even if it's gamified and other users take on part of the work (which is part of the plan), the user curation will need to be managed for consistency, and that will take time out of every week.
- Open sourcing OGA -- Again, I could toss the code out into the wild, but without the (sanitized) underlying data, it would be useless, and I would just be committing myself to spending a lot of time that I don't have. Even if I come up with an automated way of sanitizing OGA's data, managing a large open source project correctly is a time commitment, and making the entire site open source isn't going to be useful until I can actually commit the time to curating code contributions and helping people get local copies of the site up and running.
So that's all for now. I'd be interested to hear from people what they think of the changes, and what direction they'd like things to ake. I can't promise I'll be able to do everything for everyone, but I'll do my absolute best to read and respond to all of the comments I get here.
Thanks for your support!
Bart
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We made some improvements to art collections today.
Until now, there's been no way to distinguish between a personal collection (like "art for my game") or a public collection (like "3D models of cars"). From here on, when you make a collection, you can choose whether to make that collection public or unlisted. Note that unlisted collections are not private. It's still possible for people to see them; they just don't show up on the main collections list.
For the time being, we're setting all game project and personal collections with less than five favorites to unlisted. This may or may not be what people actually want; if you prefer, you can edit your collections and change it back yourself. We don't mind. But the fact is, there are a fair number of small collections that have gone untouched for a long time, so we're trying to clean out some of the older, unmaintained stuff.
One other note, we've made some improvements to the collections list. It's now possible to see (and sort by) how many items a collection contains, and how recently the colleciton was updated. Unfortunately, since we added a new field to collections, they were all bulk updated today, so the "latest update" field won't be useful for a little while. :)
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I just wrote some custom download counter code, and it appears to be working fine. I've imported all of the data from the old counter into the new one (although I can't guarantee perfect accuracy of the old data, which was broken anyway).
The new counter uses javascript and ajax, which has the advantage of not requiring messy links (no more "/.../pubdlcnt.php" junk), but on the downside, it won't work on the off chance that someone isn't running JavaScript.
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Digital Assets Managed Neatly (DAMN) is a Project and Content Management platformtargeted at movie and game creation. It can automatically generate thumbnails, show 3D WebGL previews right in the browser, manage dependencies between files, ... And soon much much more for which we need you help!
Under the CrystalSpace Umbrella, DAMN will partake in GSoC 2014.
So take a look at our https://github.com/sueastside/damn/wiki/Ideas Ideas page, maybe there is something that interests you. If so, you can contact us on IRC on freenode #peragro or submit a proposal to http://www.google-melange.com/gsoc/org2/google/gsoc2014/crystal after 10th of March.
If you have questions you can find us on IRC on freenode #peragro
http://damn.csproject.org/
Signed,
Sueastside
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Hey folks!
I'm happy to announce a collaborative effort between Lars Doucet (of Level Up Labs) and myself: the Procedural Death Jam!
From the description:
Procedural Death Jam is a 7-day game jam benefitting OpenGameArt’s recent Patreon campaign. The theme is "Procedural Death Labyrinth," a new way of describing games like FTL, Spelunky, Coin Crypt, The Binding of Isaac, etc, that’s less awkward than "Rogue-Like-LIKE" or "Rogue-LITE." You might have seen it trending on Steam Tags.
The Procedural Death Jam (PDJ) starts on March 8th and runs for 7 days, which makes it concurrent with the 7-Day Roguelike Challenge, so if you're already planning on participating in that, you're free to enter your game in the Procedural Death Jam as well (note that this isn't necessarily true in reverse; while the term "Procedural Death Labrynth" encompasses the Roguelike genre, not all PDLs are roguelikes, so be sure to check their rules before you submit your PDJ entry to them).
If you're interested in participating, check out the website (don't miss the rules and FAQ pages), but here are some key points:
- The PDJ is open to everyone. There are no restrictions on what game engines, toolkits, or libraries you use, and your game doesn't need to be open source.
- While participants are welcome and encouraged to use art assets from here on OGA, you're not required to. The only requirement about art is that it be legal (that is, you need to have the right to use it, so no ripped graphics or unlicensed IP).
- Contest participants vote on the winner(s) for each category.
- ...and as always, the cliched (but ever important) "Have fun!"
We're looking forward to seeing what the community comes up with!
Peace,
Bart
P.S. Follow the PDJ on Twitter for updates.
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Edit: Now that we're over the $500 mark, this is our current goal.
So, let's face it. Right now, OGA's art search feature isn't very good. The advanced search interface is cumbersome to work with, and sometimes search results that ought to be there just don't show up. For instance, one might think that if you typed the words "lpc base" in the search box, you'd find the LPC Base Assets, but in fact you actually get no results at all (or you might get a huge flood, YMMV). (FYI, the work-around in this case is to search for it again in the advanced search box on the left side of the search results, but even in that case, you get too many results, which still isn't particularly useful.) So, the other option is to browse by category, but the categories are so broad that that isn't particularly helpful either. This needs to be fixed.
Unfortunately, fixing this will require a large time investment, for several reasons:
- Right now, we use a Drupal module called Views to do art searches. I actually like Views a lot; it's great for quickly searching through and displaying lots of data, but frankly it's better suited to simpler types of searches. What I can do with the Advanced Search form, for instance, is currently limited by the capabilities of Views.
- To make narrower categories, we have to start collecting a lot more metadata. The problem with this is that people don't like entering a lot of data when they submit art. One frequent complaint I get from artists is that the form is already kind of a pain to fill out. On the other hand, a complaint we get from people looking for art is that there isn't enough metadata to help them find things. So at once, we're collecting too much information, and not enough. In order to rectify this situation, someone (myself, specifically) will need to go through new art when it's added and add the appropriate metadata to it. (As a side note, ages ago, when OGA was very young, we had narrower categories and let people classify things themselves, but art was constantly being miscategorized, so we dumped categories in favor or tags.)
I'd love to be able to automate some generation of metadata, but unfortunately, metadata is an inherently complicated thing. For instance, the metadata required for vector art is different from the metadata you'd need for pixel art. For pixel art map tiles, for instance, you probably want to know the per-tile resolution, but in the case of vector map tiles, resolution is irrelevant. For music, you might want to know the length and genre of the song. For 3D models, you probably want to know the polycount, texture resolution, whether it's rigged or static, etc. If we're smart, we can programmatically guess some of these things, but certain things, like musical genre, would require a much more sophisticated algorithm than we have processing power to run.
So as I said, the solution to all this is that I'm going to have to go through and enter metadata as new art is submitted (not to mention going through the archives and adding it there too -- something that will likely take many, many hours). But before I even get to actually entering metadata, I need to figure out what is going to be the best way to store it, and then build a reasonably usable web form so that I can enter it without inducing any more headaches than absolutely necesssary. In the process of doing all this, I'd also like to rebuild the search interface into something that a) actually works, and b) is more appropriate for searching through art.
I recently spoke with my friend Clint Bellanger (developer of FLARE), who has a lot of experience with metadata and content curation, and he gave me some really good suggestions. I'd like to switch our searching and indexing over to Apache Solr, which should be a big perforamance win, and will also allow some major improvements to the search form itself (not to mention vastly better results). Ultimately, what I'd like to arrive at is a search system that works a lot more like, for example, this one at the Auburn University Library. Note how quickly and easily you can add and remove search filters. Now, imagine that you're searching for art on OGA, and you can do that with all sorts of data that's specific to individual types of art, as well as universal things like license, favorite count, download count (which we'll be re-adding), and submission date. Here's a mockup image (click to enlarge):
Since this isn't implemented yet, you'll have to imagine that the results returned in the image are accurate and relevant, but that should give you a general idea of what we were thinking. And just to reiterate, this is a mockup, so it's subject to change.
How long wiill this take? It's hard to say, but since it'll be such a huge change, I can say for certain that it's likely to take weeks of actual programming time (which could translate into several months out here in The Real World). Beyond that, new art isn't going to curate itself, which means that even after it's done, there will be a constant (and probably growing) workload of making sure that new art is properly curated.
People have suggested gamification (that is, reputation points) to encourage people to help out, and I think that's an excellent idea, but when we eventually go that route, I'll have to put a lot of thought into ways to make sure that items aren't miscategorized or categorized inconsistently (a common problem if multiple people are sorting things into categories). Even if we enlist the help of users through reputation points, ultimately I'll still need to review their metadata for consistency.
So, for those of you who have been wondering why the content curation goal (which everyone understandably wants) has been set so high, it's because it's going to require a huge initial time investment and then a fairly constant investment of time later on (on top of the few hours per week of basic site management and maintenance).
If you've been curious if there's a good reason for you to donate to the OGA Patreon fund drive, this might be it. We're just about half way to this point at the time of this post, so if you want to help us out, go to our Patreon page, or help spread the word. :)
Peace,
Bart
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Hey artists,
If you have a Patreon account, you can now enter the link to your creator page in your user profile. A "Support [your name] on Patreon" button will appear on your user profile as well as all of your art submissions that you authored.
Peace,
Bart
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Greetings, folks!
If you've been following OGA for a while, you're probably already aware that I've been considering serious funding options so that I can work part time on OGA, and eventually even transition to working on it full-time if funding allows. I've been putting it off for several months now due to time constraints, but the last few days of disastrous performance issues have made it clear to me that I no longer have enough free time to even tackle the routine maintenence this site requires in order to stay in working order, particularly given the increasing amount of traffic we've been getting lately.
The performanc issues are now fixed, but I had to take two days off of work to do it, and given that I do hourly contract work, that isn't something I can afford to do very often. The upshot of my job is that the hours are very flexible, so that even while my contract is in effect, I can work up to half time on maintaining and improving OGA, but in order to do this, I need continued funding so I can keep paying the bills.
While I had originally been considering Kickstarter, Patreon is a better business model for what I'm trying to do, since the monthly pledge model allows me to devote time to OGA continuously, rather than raising larger sums of money with periodic Kickstarter campaigns.
If you've found that OGA has been helpful to you in the past, please consider supporting this site with a monthly pledge. Click the link below to help out:
Thanks in advance for your continued support!
Bart
P.S. I would be happy to address any questions or suggestions that people have either here or on Patreon.
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The short version of the story is that there were about 10 different things wrong with the server. Some of those things were configuration issues, and some of them were database tables getting out of hand.
We tweaked file system caching, we tweaked file system journaling, we tweaked the mariadb connection timeout, we tweaked mariadb memory allocation, we tweaked a couple Drupal modules, we fixed an out-of-control spam problem that was elsewhere on the server, and I'm sure we did some other things that I'm not remembering at the moment.
Load average has gone from about 18 to a balmy 1.7.
We'll see how things hold during peak hours, but right now things are looking a lot better. Again, sorry for all of the issues lately.
Peace,
Bart
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Sometimes the problem is something so stupid you don't think to check it. The disk was full. Now it's larger. Problem solved. :)
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