Defining Groups

Developer discussion of experimental fixes, changes, and improvements.

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Postby Bnonn » Fri Feb 23, 2007 12:56 am

Heh, plonker :D
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Postby Ivan » Fri Feb 23, 2007 6:15 pm

While I might be new to the nexuiz community I am not foreign to art. If you had not read my first post, I am an art student at the Cleveland Institute of Art. I will be finishing my third year and I am majoring in digital art. However that does not give me authority to mess around with the game, but I think I do deserve a bit of respect when it comes to art. In the same way I would respect a programmer on his programming skills.

I have done group projects before and I can tell you from experience that your team needs a clear idea of what direction you should take. Right now, your art direction isn't particularly exciting. All of your characters and weapons are artistically cohesive right now, but that's because they were all done by the same couple of people. Further down the road as you accept new models from the community that cohesiveness will break down and certain items in the game will look out of place and that will make your game look amateur. I see lots of potential in nexuiz but if you want to take the game seriously than you'll have to look at every detail and facet with a keen eye. Right now you've done that with the game play but now the you have to address the art direction.

I am not enforcing any sort of "way". Those were simply just suggestions and examples. And your probably right about the halo thing. It is a bit tiring to face the typical human vs. alien setup. I just wanted you guys to come to a common agreement on how to take this game.

My model that I am creating for this game will be radically changed to fit it, but I am still confused about how we (the community<-------who are the people that play the game and the most important part) want the game to look. I understand that you make liberal use of little lights, big guns and monsters but that is pretty vague. So I ask for your co-operation or I can go else where.
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Postby torus » Fri Feb 23, 2007 8:21 pm

Your avatar isnt working. :|
Image
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Postby Ivan » Fri Feb 23, 2007 8:56 pm

Yeah I know, It might be because its a .png w/ alpha. Whatever, i'll just upload a fixed one sometime soon.
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Postby Bnonn » Fri Feb 23, 2007 10:15 pm

See, if you'd said that before, Ivan, I would have been much more charitable (: So allow me to apologize for any misunderstanding.

Having an art background also, I know that you are right in what you say. But, it does tend to assume that a large number of different people will be contributing models, maps, and textures in the future—and I'm not sure if this is likely. I know that the community is fairly involved with Nexuiz development as compared to closed source games (obviously), but there still seems to be a fairly tight core team who direct things. Also, the community tends to critique any new models which are suggested, and there are quite a few threads on ways to improve Nexuiz which mention more, better models for both players and weapons, and which have some examples of what the community likes. So, from what I have seen, it appears that we are fairly self-regulating in regards the direction that Nexuiz is taking, because we are comprised of a group which includes people who've been here from the beginning who can direct the new people who have fresh ideas. Further, most of those new people can still see what will fit with Nexuiz and what won't.

What you're proposing sounds like a HIG for the game. An Art Direction Guideline, if you will. It's a good idea, especially for the long term, and I would support your efforts in developing it. But I'm not certain how necessary it will turn out to be. Still, better safe than sorry?
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