It may be worth revising Open Game Art guidelines and disallowing unpaid internships advertisement alltogether, regardless of the "merits" of this individual case. Here is a recent New York Times article on the matter.
You've already got enough stuff to do a three level demo, if you polish it up and make it shine you'll be able to release it, releasing is the bane of open source games. Once you have a released product for people to get excited about the helpers will start emerging from the woodwork. How long do you really want it to be before you have *something*? Redoing all the graphics at a higher res sounds more like a sequel, if you get into that cycle you'll never end, it'll be like duke nukem forever. Just focus on getting something finished, the shiny parts can come afterwards.
100 pixels wide! thats huge! So that would make each character about 200px high, which is a fifth of the screen, on a large screen. Given that characters become exponentially more difficult the larger they are, may I ask why you require such huge characters?
I already installed 3dsmax under wine, problem is, the files are not even in a standard max format, they require a custom Rhyzome importer. I eventually got the importer working under wine, mostly. However most of the files I opened didn't import properly. I only got half the textures and the animations didn't come across.
I spoke to the Rhyzome devs on IRC, they were very helpful getting it all working, but ultimately they weren't particularly keen on the assets actually getting out. I get the feeling they like the idea of being *seen* to be open source, but they don't want to actually make it any easier for people to get their assets.
It may be worth revising Open Game Art guidelines and disallowing unpaid internships advertisement alltogether, regardless of the "merits" of this individual case. Here is a recent New York Times article on the matter.
http://www.nytimes.com/roomfordebate/2012/02/04/do-unpaid-internships-ex...
You've already got enough stuff to do a three level demo, if you polish it up and make it shine you'll be able to release it, releasing is the bane of open source games. Once you have a released product for people to get excited about the helpers will start emerging from the woodwork. How long do you really want it to be before you have *something*? Redoing all the graphics at a higher res sounds more like a sequel, if you get into that cycle you'll never end, it'll be like duke nukem forever. Just focus on getting something finished, the shiny parts can come afterwards.
What is the game? What is the engine? What is the licence?
Polish what you have a bit, spend some time on docs, release a demo. Build some buzz, get some help, start again at full quality.
Are your games open source?
100 pixels wide! thats huge! So that would make each character about 200px high, which is a fifth of the screen, on a large screen. Given that characters become exponentially more difficult the larger they are, may I ask why you require such huge characters?
Truly beautiful, I love your style, keep it up!
Android version?
I already installed 3dsmax under wine, problem is, the files are not even in a standard max format, they require a custom Rhyzome importer. I eventually got the importer working under wine, mostly. However most of the files I opened didn't import properly. I only got half the textures and the animations didn't come across.
I spoke to the Rhyzome devs on IRC, they were very helpful getting it all working, but ultimately they weren't particularly keen on the assets actually getting out. I get the feeling they like the idea of being *seen* to be open source, but they don't want to actually make it any easier for people to get their assets.
I eventually gave up on the whole process.
I wrote a random map generator in a warcraft 3 map once, not nearly as low level I know, but still, it was awesome :)
The DungeonHack guys have implement random terrain generation in Ogre3D, it might be worth leveraging off their code.
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