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Thursday, September 24, 2009 - 09:49

A repository of media suited for games that I can either use directly or modify and get inspired by as I wish without having to worry about copyright infringement. Hopefully, it will eventually also become a good "breeding ground" for games, a good place for artist-composer-developer cooperation, and a good way for all of those to promote their work. Also, inter-game collaboration, like you mention.

Friday, September 11, 2009 - 12:36

Always nice to hear that people like us :). Like you said, we still have a ways to go, and every bit of internet or media presence helps.

Thanks!

 

Friday, August 14, 2009 - 14:00

Sounds good to me.

Friday, August 14, 2009 - 11:46

Indeed - that's the reason I placed interface design side-by-side with art & sound, programming, and gameplay :). Interface design is hard. It's not something you can "slap on when we are done with the rest" or where you can simply say "we'll leave it to the programmers" (ugh). Interface design is hard work, requires skill and experience, and needs to be present in the entire game process. I do think you can "ship" with a decent interface, but it requires effort. Ideally, I believe that just as a project may have an artistic "lead", so it should have a (qualified) interface lead. And just like the code should be tested, so should the interface - both internally and by "test audiences".

Point taken about grind-heavy gameplay.

And I consider WoW's interface decent, at best ;).

Thursday, August 13, 2009 - 21:45

Agree on all points. In particular, I wondered the other day when a request is considered "finished"? Some options:

  1. We only accept specific request, like "3 pieces of elven armor for sprite x".
  2. We arbitrarily decide when a request is "done". Doesn't really solve anything.
  3. We start using a queue system where a "filled" (not neccessarily "completed") requests somehow get "reset".
  4. We don't bother about it for now, see #2.

 

Thursday, August 13, 2009 - 18:52

UI idea:

  • Moving the mouse over previews makes a few inobtrusive icons pop up.
  • Icons represents most commonly and most recently used art packs.
  • Clicking them adds the art to that art pack.
  • A special icon provides access to the "Other" and "New" options.

This is a decent interface IMO - faster if not simpler than deviantArt style drag and drop in many cases.

Thursday, August 13, 2009 - 18:32

Here's the sane version:

  • Allow art to link to other art on the detail page.
  • Do previews of contents on the detail page.

This implements a substantial part of the feature set above - the rest can probably be implemented "on top" if the need arises.

Thursday, August 13, 2009 - 14:53

I might not have been very clear about this, but the entire point was to separate the users/contributors and the licenses as much as possible :). Essentially, with a bit of sugar coating ("common deeds" alike, "sorting by freedom" rather than "by license"), you can mostly hide the license complexity from the users. A similiar approach would be used for the contributors, eg. a "license picker wizard", which really selects "freedoms" rather than licenses. OGA then choses appropriate licenses. The "legacy" licenses (not really legacy, but whatever) would need editor approval, maybe.

The general idea being that by describing "freedoms", several licenses end up being pretty much the same thing (eg. modified bsd and x11). Oh, and I have another, related, cool art pack idea. We really need those ;).

 

EDIT: And yeah -  I agree with what you said. However, I believe the license situation is already to complicated, and the users/contributors should be spared from dealing with any licenses (including "simple" ones like the GPL) as much as possible. The art pack idea would essentially let you collect the art you wanted to use (and possibly specify a project license), and it would tell you if the art was compatible.

Thursday, August 13, 2009 - 14:43

I'll help out as soon as I have time :).

Thursday, August 13, 2009 - 14:14

Well, I've already commented on the tiles themselves, so I'll jump straight to what to do next.

*drumroll*

Cliffs? I tried to chose the hardest one to do ;).

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