I like when the world has some resting spaces. Resting spaces are not really "empty", but less exciting or full of busy features; for example, a relatively peaceful forest with occasional monster encounters interspersed between dungeons and other high-action points-of-interest. However, I don't like games where I spend more time running to someplace than I spend at thoses places, but yeah, it is definitely possible to have too much stuff packed too close together.
Runescape, for example. The world started out pretty well balanced early in development, but as jagex added more and more quest locations, features, and points-of-interest, it got way too busy. It never feels like you actually leave the metropolis areas anymore. You go from castle to "secluded dungeon" without ever getting away from buildings and shops. "distant kingdoms" are jammed right up against each other like inner-city apartment buildings.
I don't think size is as important as ratio of features-to-resting-spaces. If your game has a lot of features, make the world big enough to have enough interstitial space between those features, but not so big that it stops feeling like an adventure. 10 minutes of nothing but running with no features or events is too much resting-space. 10 seconds between features is not enough resting-space. I think the elder scrolls games did pretty well striking this balance.
Inboxninja's layout sounds pretty good for 1st person.
For 3rd person overhead, I actually like both keyboard and/or mouse. WSAD for movement north, south, west, and east respectively... or clicking the mouse to tell my character where to go. Having either option available is nice if you can swing it. Setting keycode constants for keyboard movement is also a huge bonus since it allows you to easily make the movement keys player-customizable if they don't like WSAD or the num-pad.
crecs is correct. All licenses on OGA do not forbid reselling of assets. It may seem counter-intuitive, but it allows developers to remain unhindered by people claiming the use of assets in their commercial game constitutes illegal reselling of the assets themselves, etc. Reselling assets licensed CC0 is allowed. I don't know why anyone would buy them when they can get them here for free, but it is still allowed. Stipulating that people must not resell them inside the download is unenforceable and contradictory to the license terms.
As crecs suggested, changing the license to something like CC-BY may mitigate this since anyone reselling your assets would be requried to link here, where potential buyers could get it for free.
If you would rather not allow reselling of your assets, I understand and that is your prerogative. However, due to the conflicting stipulations, I have to mark this as having a licensing issue for now. Please let me know if you have any questions or what you decide.
@Gia Dream Works: Alexandr Zhelanov has already granted permission for you to use this asset in your game by licensing it CC-BY 3.0. Renaming the file is well within the rights allowed by the license. If it's renamed in your game, the credits should probably refer to your name for it, not the original, to avoid confusion; "'fantasy armies by Alexandr Zhelanov'? I can't find any file called 'fantasy armies'... Also, who made the Axandrum battle theme? I like that song but I don't see that listed in the credits."
not bad, but the majority of your tags are redundant; Everything on this site is an asset. Everything on this site is for games. Everything on this site is game art. This asset is already in the 3D art category. It isn't a texture though, so that could be more confusing than helpful. Did you mean textured? Redundant tags may actually hinder people finding your assets. Such tags are routinely deleted. See https://opengameart.org/content/art-tags for some effective tagging tips.
You gotta use the "embed video" feature near the bottom of the edit tab. Embedding video through html doesn't show anything.
I like when the world has some resting spaces. Resting spaces are not really "empty", but less exciting or full of busy features; for example, a relatively peaceful forest with occasional monster encounters interspersed between dungeons and other high-action points-of-interest. However, I don't like games where I spend more time running to someplace than I spend at thoses places, but yeah, it is definitely possible to have too much stuff packed too close together.
Runescape, for example. The world started out pretty well balanced early in development, but as jagex added more and more quest locations, features, and points-of-interest, it got way too busy. It never feels like you actually leave the metropolis areas anymore. You go from castle to "secluded dungeon" without ever getting away from buildings and shops. "distant kingdoms" are jammed right up against each other like inner-city apartment buildings.
I don't think size is as important as ratio of features-to-resting-spaces. If your game has a lot of features, make the world big enough to have enough interstitial space between those features, but not so big that it stops feeling like an adventure. 10 minutes of nothing but running with no features or events is too much resting-space. 10 seconds between features is not enough resting-space. I think the elder scrolls games did pretty well striking this balance.
Inboxninja's layout sounds pretty good for 1st person.
For 3rd person overhead, I actually like both keyboard and/or mouse. WSAD for movement north, south, west, and east respectively... or clicking the mouse to tell my character where to go. Having either option available is nice if you can swing it. Setting keycode constants for keyboard movement is also a huge bonus since it allows you to easily make the movement keys player-customizable if they don't like WSAD or the num-pad.
Yeah, these are great. Very clean for a for a bored-jaunt-around-the-house. :)
Wow, nice. Did you record all these yourself?
crecs is correct. All licenses on OGA do not forbid reselling of assets. It may seem counter-intuitive, but it allows developers to remain unhindered by people claiming the use of assets in their commercial game constitutes illegal reselling of the assets themselves, etc. Reselling assets licensed CC0 is allowed. I don't know why anyone would buy them when they can get them here for free, but it is still allowed.
Stipulating that people must not resell them inside the download is unenforceable and contradictory to the license terms.As crecs suggested, changing the license to something like CC-BY may mitigate this since anyone reselling your assets would be requried to link here, where potential buyers could get it for free.
If you would rather not allow reselling of your assets, I understand and that is your prerogative.
However, due to the conflicting stipulations, I have to mark this as having a licensing issue for now.Please let me know if you have any questions or what you decide.lol! The humor kinda reminds me of the IOS Bard's Tale.
@Gia Dream Works: Alexandr Zhelanov has already granted permission for you to use this asset in your game by licensing it CC-BY 3.0. Renaming the file is well within the rights allowed by the license. If it's renamed in your game, the credits should probably refer to your name for it, not the original, to avoid confusion; "'fantasy armies by Alexandr Zhelanov'? I can't find any file called 'fantasy armies'... Also, who made the Axandrum battle theme? I like that song but I don't see that listed in the credits."
Per the credits suggestion guide:
not bad, but the majority of your tags are redundant; Everything on this site is an asset. Everything on this site is for games. Everything on this site is game art. This asset is already in the 3D art category. It isn't a texture though, so that could be more confusing than helpful. Did you mean textured? Redundant tags may actually hinder people finding your assets. Such tags are routinely deleted. See https://opengameart.org/content/art-tags for some effective tagging tips.
Eh, No need to make it truly open source if you don't want. I'm just happy to look at the code. Very inspiring.
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