Hello art team,

we have instructions to speed things up so I believe there is a solution to get all things we need to do in one giant swoop. We need to build the level prototype, sett the project's visual design & at the same time see who will be more efficient at what. So here it is:

We will use George's 4 levels from Superku folder (from AUM) as a template levels, since all the wmp files are included, and The Forest Temple game is very similar to George's level concept.

Everyone from the artist team should try to design one(or all four) level using George's Superku application (wmp files) as a templates.

We are allowed to do anything(visually & with geometry) as long as it doesn't disturb the gameplay, level size or camera position(think of it as a stage setting in theater). Also 4 levels could have 4 different art styles but you don't have to do all 4 levels if you don't want to. Fell free to use blocks, mdl/wmb formats or panels.

Player model can also be replaced if someone wants to display modeling&animating ability but if you replace the model he must have walk, stand & death animations. If the player is 2D,you should create him as a single file( player+21.tga) & just put him in separate folder marked Player. Also we can add enemies that don't interact with player but stand and loop their animations.

Also there should be a Focus note(LevelFocus.txt) together with levels where creator can put what he wants the people to focus on when evaluating his levels. That way the artist will be able to put his strength into the graphical segment he thinks he can do best & leave the other segments to others.

A. Level(2D) //focus on level(images) if it's made in 2D
B. Level(3D) //focus on level geometry if it's made in 3D
C. Level props (2D) //focus on 2D level props
D. Level props (3D) //focus on 3D level props
E. Backgrounds(2D) //focus on quality of background images
F. Textures //focus on texture quality
G. Player(3D) //focus on player model & animation
H. Enemies(3D) //focus on enemies models & animations

That way, after the choosing of the best combination of artwork from levels(Artist_X:textures, Artist_Y:level props...) there will be immediately visible who will work on what part of the project graphics. I believe that all levels should have one theme so that we can easily compare the styles and design. Let's say the theme is castle(futuristic, medieval, ancient...).

If someone has some questions/suggestions we will wait until the Saturday evening and then it's on.

Best of luck to us all.

Last edited by Ganderoleg; 02/13/10 01:18.

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