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Message #00195
Re: Fwd: identifying obstacles in ubuntu gaming and pushing it forwards
In my opinion, re-using and re-mixing content is *the strongest *benefit of
foss games, yet very few people do it. Instead, we have loads of artists
re-making grass textures for projects that often never leave the ground,
instead of making *high priority individual art *which would be what sets
the project apart from others. If you could have a good, standard base of
textures and models, in 2d and 3d, coders can at least be able to make a
playable and decent looking game without needing an artist in order to get
the game off of the ground. Once a game is off the ground, the dynamics of
development change quite a bit, and as I see it, becomes more accessible to
slip into..
Also, while the Gutenberg example stays, how many stories follow the same
structure as famous works? How many works are influenced by others? If you
have never read many books, wouldn't a large variety of books at your
fingertips help you write one?
Heck, a big, cut and paste and remix project using the Gutenberg could be
pretty darn interesting, in my opinion..
On Wed, Jun 17, 2009 at 3:38 PM, Luke Benstead <kazade@xxxxxxxxx> wrote:
> 2009/6/17 Ingo Ruhnke <grumbel@xxxxxxxxx>:
> > 2009/6/17 Luke Benstead <kazade@xxxxxxxxx>
> >>
> >> There is launchpad and its type of course, but that isn't suited to
> music,
> >> level, texture and model
> >> creation. If someone creates an amazing 3D model of a game character,
> >> where do they put it?
> >
> > For example on:
> >
> > * http://opengameart.org/
> >
> > Or one of the pages listed at:
> >
> > *
> >
> http://wiki.freegamedev.net/index.php/Free_3D_and_2D_art_and_audio_resources
> >
> >>
> >> If I'm writing a game, where do I go to find a pre-made model?
> >
> > You don't, you create them from scratch. When you want a new good story
> you
> > don't go to ProjectGutenberg and start copy&paste bits and pieces either,
> > you write something from scratch. While some art is recyclable (mostly
> music
> > and generic textures), most simply is not if you want to end up with
> decent
> > results. You can't replace a good artist with a webpage.
> >
>
> While that is true, if I need a model of a Lion it would be quite
> handy to find a model of a Tiger, edit it, retexture it and reupload
> it somewhere. In the same way that the open source allows for
> improvements/adaptations to source, adaptations to
> models/textures/sounds should be just as easy.
>
> > That said, it wouldn't hurt to have more free art, a game character full
> > with walk cycle, jump animation and all that stuff could certainly be
> useful
> > either as reference or as placeholder.
> >
>
> Indeed.
>
> >>
> >> The code, libraries, engines etc. aren't the problem.
> >
> > Most of the time they are as much of a problem as the art, as the engines
> > are unfinished, the export scripts being buggy and numerous other issues.
> >
>
> I feel that it's more the toolset than the engines themselves. For
> example, take irrlicht. The engine is really nice, but the recommended
> scene editor is irrEdit which is closed and Windows only. It can load
> Quake 3 BSP files, but they must be compiled and binary partitioning
> information isn't exactly useful for an outdoor game.
>
> > The core problem with games is simply that they are *a lot* of work. Free
> > Software works for other project because a Linux, Gimp or Apache has a
> > lifetime of well over 10 years, your average mainstream game has a
> lifetime
> > of maybe a month or two, after which it gets boring and you move on. So
> you
> > simply don't have time for incremental improvments.
> >
>
> I would suggest that a central point for resource collaboration would
> help this. Even if it was just a place where people could post the
> artwork etc. they needed then a group of artists could create it and
> people could submit back their incremental improvements. For example,
> say I need a spaceship for my game, I sketch out the spaceship in
> programmer art and upload it to a models wanted section. Some modeller
> comes along and makes a basic model and uploads it but it doesn't have
> any animations of the wings unfolding, so someone else comes along,
> takes the model, adds the animations reuploads it etc. until I'm
> happy. The model is there forever for people to use new ways, RTS
> games, 3D space shooters 2.5D side scrollers etc.
>
> Luke.
>
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