@Pompei: I'm not sure what the rationale for that would have been, or who said it. At the moment, I think it would be a really good idea.
Please also bear in mind that there are a lot of different people around here with varying opinions, none of whom completely speak for the whole community (that goes for me, too). So it's not likely that the same person who said it would be a bad idea is now saying it's a good one. :)
Regardless, I think it might be a good idea to bring in 0AD's content, with their permission.
The artists we've commissioned have, as a rule, all been very open to comments. My pixel art skills are iffy at best, so I don't have a perfect eye -- if you have comments on their art that might help them improve, my guess is they'll be happy to hear you out. :)
First, these are good comments, so I don't want to come off as defensive. That said, many of these things have been considered in the past:
Art ratings were discussed and briefly implemented. However, it was pointed out that it could discourage people from contributing if they end up getting hit with a low rating. And as all artists know, very few people start out with an amazing amount of natural talent. Sometimes it's best to nurture the people who alre already interested and get them to improve their work. I'm not dead-set against adding ratings back in, but it's definitely something we've talked about, and the conclusin we arrived at was that favorites were better. Also, be it favorites or ratings, our quality data will be better with a larger community. Right now, there just aren't very many people rating art.
On bundling, I'm well aware of that issue and plan to address it in OGA 2. It's not something I want to spend a ton of hours on right now and have to reimplement it.
As for art from other projects, I completely agree with you, but uploading all of that art takes time, which I don't exactly have in spades. I have, for the record, asked for volunteers on multiple occasions to upload large amounts of art from projects, but while everyone seems to think that someone ought to do it, nobody really seems to want to do it.
Art commissions will continue. Many projects need some kind of unique art, and commissions are really the only way to supply that.
Design bloat: What page are you referring to? The main page, or individual art pages? The main page is always going to have more on it than just art. I am not willing to negotiate on that point. As for individual art pages, they could stand to be redesigned. The latest mockup of OGA 2 (from a while ago) is here: http://oga2.opengameart.org/mockup2/ (note that at the moment I have no design for the individual art pages)
Featured art is going to go away, or at least be moved into just another OGA 2 art group. I've done very little with it.
Before we talk specs, let's chat a bit about it and maybe solidify some informal thoughts on where this would eventually go. Here's what I'm imaginging this eventually being like (and mind you, this is serious pie-in-the-sky stuff... there are steps in this direction that would be very useful libraries in their own right):
First, we define a number of different algorithms (terrain, maze, dungeon, city, etc), all with various parameters for altering their behavior. We assume that each algorithm will generate one or more 2d fields of data (for instance, a terrain algorithm would generate a height field, a climate map, and maybe do some basic calculus and generate a slope map as well) or some other type of data. Doing this will be a task in itself, and will make for a useful library. The API for these should be consistent, so it'll make sense going from one algorithm to another. I imagine it will require a lot of thought.
Second (and here's the cool bit), we allow for what essentially amounts to custom, fractal terrain generation algorithms defined in XML. Here's what I mean by that:
Let's say that you want to create a world map that in detail all the way from a view of continents down to a coffee cup sitting on someone's table. Sounds crazy at first, but if you use pseudorandom seeds, you can just generate the data you need when you're looking at it, so at no point in time do you ever have to load the whole map into memory, or even store the whole thing on disk. Daggerfall did this, although it was extremely bland.
So you'd start by generating a terrain map for the world, right? Then, you take that terrain map, along with the slope, climate, relative population density, and other variables, and use that data to divide the map into specific sections. The parameters for what determines what each section is are listed in the XML definition file.
I haven't really looked into climatology, but I do know that with the right data, you can divide your world up into climates. For each type of climate, you have a definition in your XML file for how to generate that particular climate. Say, for example, that the climate is temperate woodlands or somesuch. The generator would then separate *that* into regions (say, meadows, farmland, towns, etc).
Each one of those is also defined in the XML file, along with how they break down, so it would essentially work out recursively. World -> continent -> temperate woodland -> farmland -> farm house -> living room -> table -> coffee cup.
I hope I'm at least kind of making sense. It will require being able to handle a lot of different algorithms and methods of partitioning data. But the neat thing is that, depending on how far zoomed out you are, you could tell it how many iterations to go, and then store some of the really basic stuff in memory and generate the other stuff on the fly when the player is close enough to see it.
Also, I realize this is ungodly ambitious, but it would also be super awesome. :)
Definitely reminiscent of SC2. Nice work!
Sure, the OpenGameArt.org text with the site mascot. I'll be changing in OGA 2.0. Mockup here:
http://oga2.opengameart.org/mockup2
Maybe a picture of a badly-drawn stick figure with a sword and a shield, and a caption:
"Only you can prevent programmer art."
Blender can load 3ds files fine, as far as I know.
@Pompei: I'm not sure what the rationale for that would have been, or who said it. At the moment, I think it would be a really good idea.
Please also bear in mind that there are a lot of different people around here with varying opinions, none of whom completely speak for the whole community (that goes for me, too). So it's not likely that the same person who said it would be a bad idea is now saying it's a good one. :)
Regardless, I think it might be a good idea to bring in 0AD's content, with their permission.
Also, what I think is seriously lacking, is an "advanced search", I cannot even say what kind of art I want to search! (Or am I being blind?)
No, you're not being blind. That's a serious oversight on my part that needs to be rectified.
Bart
One other note, on commission quality:
The artists we've commissioned have, as a rule, all been very open to comments. My pixel art skills are iffy at best, so I don't have a perfect eye -- if you have comments on their art that might help them improve, my guess is they'll be happy to hear you out. :)
Bart
A couple of responses:
First, these are good comments, so I don't want to come off as defensive. That said, many of these things have been considered in the past:
Here's the main page: http://www.boost.org/
The regex library documentation is here: http://www.boost.org/doc/libs/1_44_0/libs/regex/doc/html/index.html
I believe you download all of the boost libraries as a whole. I recommend looking through them, as there's some other nice stuff in there.
Wow, that looks like really sweet code there.
Before we talk specs, let's chat a bit about it and maybe solidify some informal thoughts on where this would eventually go. Here's what I'm imaginging this eventually being like (and mind you, this is serious pie-in-the-sky stuff... there are steps in this direction that would be very useful libraries in their own right):
I hope I'm at least kind of making sense. It will require being able to handle a lot of different algorithms and methods of partitioning data. But the neat thing is that, depending on how far zoomed out you are, you could tell it how many iterations to go, and then store some of the really basic stuff in memory and generate the other stuff on the fly when the player is close enough to see it.
Also, I realize this is ungodly ambitious, but it would also be super awesome. :)
Bart
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