Re -SA: I don't mind the virality and I really like copyleft as a concept. There are, however, some disagreements as to what exactly is a derivative work that has to be released under the same license, and what that means for using them in tandem with dissimilarly licensed assets.
Re: rigging: fair enough. I'm not involved enough to know the going rate for models, though I can definitely appreciate why they aren't cheap.
Re: poly-count: great to hear :) I'm sure that will make some devs quite happy.
Also, thanks, though really it was you and Clint who did the heavy lifting; I just polished it. I really like that goblin design.
First: this looks totally awesome. I really love the retro feeling to the interface, plus the extra effort you went to on the manual's cover. I'm looking forward to giving it a shot when I get some time.
There are, however, a few people missing from the credits section on your site--from the screenshots, I noticed two people who had collaborated with me on enemy graphics weren't mentioned (Blarumyrran and LordNeo). My suggestion is that you keep careful track of that, since it's a lot more effort to go back and try to remember every listing you got things from.
Hello! I must say, this project is very interesting, and the designs you all have shown off so far look great.
As a pixel artist the designs would be the bit that I would be able to work with (though the CC-By-SA licensing means that generally I wouldn't, for reasons that have been discussed a few times around here). So when it comes to the 3D side of things I'm just a somewhat uninformed spectator, albeit one who is hopeful that they might make development easier for games I like.
So, if you'll pardon my 3D ignorance, I have a couple of questions on that front (which others in my general situation might as well).
1) What does it mean logistically for the models to be unskinned and unrigged? From my basic understanding this would seem to indicate that they still wouldn't be game-ready for most applications, but would require a fair amount of extra work to animate. But I know I could be very wrong on that.
2) What sort of polycount are the models aimed to have? I know that's not an issue for a game like FLARE which would render them as sprites, but it could of course be very important for a truly 3D game.
I only say it because it's generally very hard for devs to find good artists willing to invest a lot of time in a game that isn't far along in development. So many games fail at this stage that the artist is left with nothing after having done a huge amount of work, not to mention the time/emotional investment in the project overall. So they learn to be very selective pretty quickly, even if the idea for a game sounds like a lot of fun.
Have you taken a look around OGA for placeholders? You're much more likely to find an experienced artist if your game is at a later stage of development (aka, more likely to ultimately succeed).
Sorry for the slow response to this. I really appreciate your compliments and your offer. Unfortunately at the moment I'm too busy with school to take on another project, especially one that would be as time-intensive as this. Best of luck on your project.
Thanks! I really appreciate that. There are things I would do differently if I were drawing these today, but they still hold a special place in my memory.
The style is too different from the LPC assets for them to be dropped in as-is; the color count is too high, too much contrast, too small, too detail dense. If you're not planning on doing an LPC-styled game you wouldn't have those problems. That said, those particular features also make them somewhat annoying to animate because of all the fiddly bits, so I'd personally want to redraw it before animating anyway.
Great work! It's awesome to see an asset I made used in such a cool way.
Beautiful work! I love the style and palette.
Re -SA: I don't mind the virality and I really like copyleft as a concept. There are, however, some disagreements as to what exactly is a derivative work that has to be released under the same license, and what that means for using them in tandem with dissimilarly licensed assets.
Re: rigging: fair enough. I'm not involved enough to know the going rate for models, though I can definitely appreciate why they aren't cheap.
Re: poly-count: great to hear :) I'm sure that will make some devs quite happy.
Also, thanks, though really it was you and Clint who did the heavy lifting; I just polished it. I really like that goblin design.
First: this looks totally awesome. I really love the retro feeling to the interface, plus the extra effort you went to on the manual's cover. I'm looking forward to giving it a shot when I get some time.
There are, however, a few people missing from the credits section on your site--from the screenshots, I noticed two people who had collaborated with me on enemy graphics weren't mentioned (Blarumyrran and LordNeo). My suggestion is that you keep careful track of that, since it's a lot more effort to go back and try to remember every listing you got things from.
Anyway, I'll definitely be watching this project.
Hello! I must say, this project is very interesting, and the designs you all have shown off so far look great.
As a pixel artist the designs would be the bit that I would be able to work with (though the CC-By-SA licensing means that generally I wouldn't, for reasons that have been discussed a few times around here). So when it comes to the 3D side of things I'm just a somewhat uninformed spectator, albeit one who is hopeful that they might make development easier for games I like.
So, if you'll pardon my 3D ignorance, I have a couple of questions on that front (which others in my general situation might as well).
1) What does it mean logistically for the models to be unskinned and unrigged? From my basic understanding this would seem to indicate that they still wouldn't be game-ready for most applications, but would require a fair amount of extra work to animate. But I know I could be very wrong on that.
2) What sort of polycount are the models aimed to have? I know that's not an issue for a game like FLARE which would render them as sprites, but it could of course be very important for a truly 3D game.
I only say it because it's generally very hard for devs to find good artists willing to invest a lot of time in a game that isn't far along in development. So many games fail at this stage that the artist is left with nothing after having done a huge amount of work, not to mention the time/emotional investment in the project overall. So they learn to be very selective pretty quickly, even if the idea for a game sounds like a lot of fun.
Have you taken a look around OGA for placeholders? You're much more likely to find an experienced artist if your game is at a later stage of development (aka, more likely to ultimately succeed).
Hello,
Sorry for the slow response to this. I really appreciate your compliments and your offer. Unfortunately at the moment I'm too busy with school to take on another project, especially one that would be as time-intensive as this. Best of luck on your project.
Thanks! I really appreciate that. There are things I would do differently if I were drawing these today, but they still hold a special place in my memory.
The style is too different from the LPC assets for them to be dropped in as-is; the color count is too high, too much contrast, too small, too detail dense. If you're not planning on doing an LPC-styled game you wouldn't have those problems. That said, those particular features also make them somewhat annoying to animate because of all the fiddly bits, so I'd personally want to redraw it before animating anyway.
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