Short question however... which text to speach engine did you use, and are the spoken results of it really completely free to use (not sure what kind of EULAs it might have)?
hmm as a compromise... some forum software allow subforums, but if you click on the main forum title you get a view where only a list of the subforums is shown and the same time below all the active forum posts of all these subforums combined. Thus you would still have things neatly sorted, while not having to click through all the subforums to see what is going on there.
The BGE node stuff get currently a major overhaul in the GSoC project... in fact the logic blocks as they are called in the BGE are a old remain of stuff that was done way before the node editor was introduced and now they are trying to integrate a similar/better fuctionality in the node editor to get rid of that mess.
They also plan to make node groups much more reusable to that you can have templates for different stuff...
but ultimatly I feel that for a large part of the games made, making everything from scratch as required by the BGE or other general purpose engines is really a waste of time. If you want to make a RTS, base it on a already working RTS engine for Christ sake... same for 3rd person or FPS games (can be the same engine for those).
Only if you are doing something really out of the ordinary it makes sense to revert to these general purpose engines.
Yet somehow in OS game dev everyone wants to reinvent the wheel :(
That said... some nice LUA etc scripting in those working engines for easier modability would definity help a lot.
Less different sub forums... I am too lazy to click through all of them and I think this seperation is the main reason why the forums are so relatively dead.
Motivation? What is that? (=see my lack of output :p ).
But basically there are three things that make me do some 3D art...
A) just general leasure time... e.g. had a brainfart with a cool design, and decided to make a 3D sketch of it... normally never goes beyond that stage but sometimes I pick it up some month later again and try to further improve it.
B) Desire to learn, e.g. I want to learn how to use a tool or how to do a certain technique and by doing that I come up with some 3D art or such.
C) I see a cool FOSS game project and want to help out with it a bit (normally I turn out to be too lazy however)
I am a big supporter of the "open-universe" idea (In fact I think I was one of the first ones that came up with the idea in this extended community :p ) and the idea or a bestiary like you propose is not so far I guess.
However... don't go down the wrong path of trying to make an abstract set of monsters with no specific game in mind... there is no way people will stay motivated working on such a project. I would suggest you start with a game (Flare for example) and create a consistant set of mosteres for that game. If you keep your general idea in mind when creating these, such a set can then afterwards grow into your bigger idea, and if not... well at least you have some additional monsteres for the game :)
But there is also another thing... it is amost impossible for two different artists to make an consistant style totally independantly, especially when it comes to textureing. So probably you will have to have some core contributors specializing on the different trades (modeling, texturing, animating) through whose hands the models have to go through at the various stages for "reworking" the models in a more consistant style.
CC0 would have been the right license then.
Short question however... which text to speach engine did you use, and are the spoken results of it really completely free to use (not sure what kind of EULAs it might have)?
hmm as a compromise... some forum software allow subforums, but if you click on the main forum title you get a view where only a list of the subforums is shown and the same time below all the active forum posts of all these subforums combined. Thus you would still have things neatly sorted, while not having to click through all the subforums to see what is going on there.
The BGE node stuff get currently a major overhaul in the GSoC project... in fact the logic blocks as they are called in the BGE are a old remain of stuff that was done way before the node editor was introduced and now they are trying to integrate a similar/better fuctionality in the node editor to get rid of that mess.
They also plan to make node groups much more reusable to that you can have templates for different stuff...
but ultimatly I feel that for a large part of the games made, making everything from scratch as required by the BGE or other general purpose engines is really a waste of time. If you want to make a RTS, base it on a already working RTS engine for Christ sake... same for 3rd person or FPS games (can be the same engine for those).
Only if you are doing something really out of the ordinary it makes sense to revert to these general purpose engines.
Yet somehow in OS game dev everyone wants to reinvent the wheel :(
That said... some nice LUA etc scripting in those working engines for easier modability would definity help a lot.
Less different sub forums... I am too lazy to click through all of them and I think this seperation is the main reason why the forums are so relatively dead.
Less is definitly better in that case.
Motivation? What is that? (=see my lack of output :p ).
But basically there are three things that make me do some 3D art...
A) just general leasure time... e.g. had a brainfart with a cool design, and decided to make a 3D sketch of it... normally never goes beyond that stage but sometimes I pick it up some month later again and try to further improve it.
B) Desire to learn, e.g. I want to learn how to use a tool or how to do a certain technique and by doing that I come up with some 3D art or such.
C) I see a cool FOSS game project and want to help out with it a bit (normally I turn out to be too lazy however)
The devil's indulgence
Paradise lost (yes I know that is also a famous poem)
The last patriarch
I am a big supporter of the "open-universe" idea (In fact I think I was one of the first ones that came up with the idea in this extended community :p ) and the idea or a bestiary like you propose is not so far I guess.
However... don't go down the wrong path of trying to make an abstract set of monsters with no specific game in mind... there is no way people will stay motivated working on such a project. I would suggest you start with a game (Flare for example) and create a consistant set of mosteres for that game. If you keep your general idea in mind when creating these, such a set can then afterwards grow into your bigger idea, and if not... well at least you have some additional monsteres for the game :)
But there is also another thing... it is amost impossible for two different artists to make an consistant style totally independantly, especially when it comes to textureing. So probably you will have to have some core contributors specializing on the different trades (modeling, texturing, animating) through whose hands the models have to go through at the various stages for "reworking" the models in a more consistant style.
thanks, for getting that out of the Facebook house of horrors :)
Uhmm, the OA blend files are up in their SVN as far as I know.
btw, that bubbling sound seen in the yellowstone video could probably easily simulated by recording boiling tomatoe-sauce ;)
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