charlie {l Wrote}:I mean, not one comment, not one attempt to interact with him?
I hadn't checked the OGA thread before you said this, so I wasn't aware of the model, but I agree. We should treasure people who want to help out.
The original model looks okay, maybe except the spine, even though it's quite low-poly. (Though I don't think we mentioned polygon/vertex count in our post, so that could be excused.)
Since we have two alternative models now though, we have to make a decision on what to do with them. Maybe the low-poly version could be used for something else? Like, a spell, or some sort of weapon. Then we can make use of both.
I think the main reason why the project has (temporarily) stagnated is due to not having anyone that has been able to do much work on the code-side lately. (And even if some people are it's easy to get demotivated if no one else is able to do work.) And this is not something we can do a great lot about right now unless we get lucky. We do have a bunch of media lined up now that is not in the game due to this. (Like the new forge and walls for instance.) Everything that is in the game right now besides creatures has hard-coded model names in the code. Creatures can be specified in the level file, but the way it's done might be a bit complicated. Additionally the normal map texture names are currently also in the code. Ideally, it should be easy for artists to actually test models and other media in the game without messing with the code. We started work on this with creatures, but it's not finished yet.
I think an important thing to get contributions is showing people that things are happening, such as posting stuff on the website. If the project looks dead, then most people won't bother digging further (pun intended). We are working on the concept, and media even though code isn't being produced. Maybe we could make like a biweekly, or monthly update post or something.