@cerendir: as I see it, If you can find a place where you are getting paid for your work (which you are good at and enjoy doing) then go there and get paid. Do not worry that it will not be CC-BY or some other open license. Payment is a very concrete way of saying "thank you, your jobs is worth paying for, it's appreciated and really needed". I'd prefer this to a possibility that my work may be used by some hobbyist who (most likely) will never get to the finish line with his/her project.
However, if you feel like sharing -- share. Without expecting anything. Or better, like you did, join a project where your are asked to create free asset and then thanked for that as a contributor.
In summary: if you do not get the kick out of doing it for "free" then stop doing that. Become a professional, grow, get paid and don't worry.
I decided to throw in some extra stuff into the offered dungeon pack. Mostly wall chains, floor and wall tiles (with textures, of course) as seen in the preview.
@andrewj, why do you need to compille the DP into Win?
Btw, I already have a pyhton script that reads TMX file and constructs 2D arrays describing each layer. The version in the Blend file works, but I re-wrote it recently using classes. If you want I can share.
@cemkalyoncu: several games pulled off nicely grid-based/rt/fp combination (Eye of the Beholder, Legend of Grimrock being an example). Keeping track the position of the player is done via auto-map.
But I am ready to give in on this, if is hard to make it work and fun, then you CAN do it WITHOUT grid-based movement. It's fine.
@adnrewj: If that helps, make the resources public in the sense of the access, not the re-destribution. After all I'd like to keep them non-free until the project is successfully over. Just make sure that the sharing platform is compatible with these requirements.
@ulf, it fine. No one can blame you for that. However I'd advise you to give it a try and may be learn something new along the way. Right now, I think, it will be necessary to split all the models (wall, floor etc) into separate *obj files, possibly preserving animation. Anyway, andrewj may know more about what kind of models are needed for Darkplaces.
@ulf and @cemkalyoncu: I sent you the link to the resources (it is a single *.blend file with everything packed, plus some extra stuff. If you explore the archive you will figure it out). There is an example Tiled file and the python script in *blend file that allows you to draw dungeons in Tiled and generate them as a blender model. I guess that may be useful as is or adapted).
So, officially the project has started as of today with the following participants:
1. andrewj
2. ulf
3. cemkalyoncu
The game is supposed to be completed by the April 18th of 2015.
PS. It seems to me at some point the team will need someone who can handle all the sound/music part of the game and someone who is good with the level design.
@ulf, thanks, I guess if the whole projects progresses normally your help will definitely be needed. Right now, if you want to help out you can team up with andrewj and help him getting the existing models (I will provide the link) into the Darkplaces engine.
@cerendir: as I see it, If you can find a place where you are getting paid for your work (which you are good at and enjoy doing) then go there and get paid. Do not worry that it will not be CC-BY or some other open license. Payment is a very concrete way of saying "thank you, your jobs is worth paying for, it's appreciated and really needed". I'd prefer this to a possibility that my work may be used by some hobbyist who (most likely) will never get to the finish line with his/her project.
However, if you feel like sharing -- share. Without expecting anything. Or better, like you did, join a project where your are asked to create free asset and then thanked for that as a contributor.
In summary: if you do not get the kick out of doing it for "free" then stop doing that. Become a professional, grow, get paid and don't worry.
I decided to throw in some extra stuff into the offered dungeon pack. Mostly wall chains, floor and wall tiles (with textures, of course) as seen in the preview.
@andrewj, why do you need to compille the DP into Win?
Btw, I already have a pyhton script that reads TMX file and constructs 2D arrays describing each layer. The version in the Blend file works, but I re-wrote it recently using classes. If you want I can share.
@cemkalyoncu: several games pulled off nicely grid-based/rt/fp combination (Eye of the Beholder, Legend of Grimrock being an example). Keeping track the position of the player is done via auto-map.
But I am ready to give in on this, if is hard to make it work and fun, then you CAN do it WITHOUT grid-based movement. It's fine.
I wonder what happens if you try turning normal/bump mapping off, judging by the image there is too much of it, which makes the image grainy.
Ok.
@adnrewj: If that helps, make the resources public in the sense of the access, not the re-destribution. After all I'd like to keep them non-free until the project is successfully over. Just make sure that the sharing platform is compatible with these requirements.
PS. Glad to see you are making progress.
@ulf, it fine. No one can blame you for that. However I'd advise you to give it a try and may be learn something new along the way. Right now, I think, it will be necessary to split all the models (wall, floor etc) into separate *obj files, possibly preserving animation. Anyway, andrewj may know more about what kind of models are needed for Darkplaces.
@ulf and @cemkalyoncu: I sent you the link to the resources (it is a single *.blend file with everything packed, plus some extra stuff. If you explore the archive you will figure it out). There is an example Tiled file and the python script in *blend file that allows you to draw dungeons in Tiled and generate them as a blender model. I guess that may be useful as is or adapted).
So, officially the project has started as of today with the following participants:
1. andrewj
2. ulf
3. cemkalyoncu
The game is supposed to be completed by the April 18th of 2015.
PS. It seems to me at some point the team will need someone who can handle all the sound/music part of the game and someone who is good with the level design.
@ulf, thanks, I guess if the whole projects progresses normally your help will definitely be needed. Right now, if you want to help out you can team up with andrewj and help him getting the existing models (I will provide the link) into the Darkplaces engine.
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