I can only express my own true opinion, which is what I am doing.charlie {l Wrote}:I'm trying to give you a positive nudge to loosen up, that's all. Don't force process and your own desires on the project - yet whilst at the same time you need to be encouraging good practice and shaping people's contributions.
Danimal {l Wrote}:Ill be constructive then, if you wait for everything to be fully planed bad things will happen, just the creature creation phase takes a lot of time, especially if its basically you and me arguing over them. Add the lack for the concepts for final creatures, then no models from concepts being made, this equals to no new content on the game. Can see where im going? you are very organizated, but thats actually no good at all, since all of those phases takes too much time we are again at step one: The game looks horrible, simply that. If the game looks bad and bland noone will try it, noone will contribute to something they dont like.
You are being too strict for art when you basically have none. You need to take a different attitude, when you are learning to make a videogame the first thing you use are cubes and such as placeholders. So think about everything you have rigth now as placeholders, for example, someone makes a crappy zombie, better than having none!!!, in the future when you have attracted a dedicated fanbase someone will surely add a cool looking zombie. Understand what i mean?
Fill in everything, even if its bad, everything can be changed later. Bad is better than nothing. Nothing equals to loss of interest. So, i advise and ask you to change your mindset, and consider everything to be a placeholder, a easily replaceable placeholder in the future. Another good example would be how small videogame companies search for sponsors for a new game, they make a demo that shows the basis and throw in there everything they have be it good or bad, consider OpenDungeons to be the small company and everyone on internet to be the sponsors. You are not appeling to the sponsors OD, you are not showing them something they like or looks promising so dont expect their money or support.
Gezzz, just look at WFTO, their game mechanics either sucks or dont exist, but they make people drool with each of their updates.
I was merely giving feedback to the art submitted. That is how we shape the submissions. If we just say thanks then we will never transform the content into what we want. As I said before design is a three step iterative process: 1) make some choices, 2) make the artifact desire, 3) get feedback on the created artifact, and reapeat at step 1). That is a time-consuming process but that is how great stuff is made.charlie {l Wrote}: For example you were quite demanding/critical with some of the concept art rather than letting it flow. It was counter intuitive to the whole concept art process, which is to come up with ideas, not realise the ideas of one person. You should be fostering contributors, not deflecting them.
Danimal {l Wrote}:1 We get concepts from OGA or any other way.
2 A discussion of each received concept about what to change or add. This involves everyone here, when it gets a general approval it can move on.
3 Modelling based on concept. Since it was approved before only small changes could happen here. If everyone agrees, move on.
4 Last phase, Is it good enought to enter the game?, at this point it should be decent. When everyone agrees it will get added to game.
Danimal {l Wrote}:Everyone must colaborate, since Svend standarts are too high and nothing but proffesional work will ever be acepted by him. If everyone thinks its good enought, Svend you will have to accept it. Democracy at its best.
Danimal {l Wrote}:Democracy at its best
Danimal {l Wrote}:Things get done even if little by little
svenskmand {l Wrote}:So you agree that we should use iterative design (the article talks about interface design but the process is useful in all design processes) to flesh out exactly how the creatures should look and what abilities they should have?
charlie {l Wrote}:svenskmand {l Wrote}:So you agree that we should use iterative design (the article talks about interface design but the process is useful in all design processes) to flesh out exactly how the creatures should look and what abilities they should have?
I definitely am.
charlie {l Wrote}:It is important to learn to criticize people in a positive way. Phrases such as, "That's a good start!" Or "You have some good ideas." Or, "Good effort so far." Starting a critical post with such a phrase can really help the enthusiasm with which criticism is received. Even if something looks crap, don't say that. Don't lie, but don't be harsh, because that will drive people away. Everybody is learning, so give a contributor space and time to learn by being positive about their work but at the same time giving them the guidance they need to bring it to a level at which it may be useful to the project. Each successive contribution will be better than the last. The best contributors are not those who contribute one good thing, but those who contribute over and over again, because eventually their work will be good and at the same time they bring energy and assets to the project, even if those assets are not final or even not used.
charlie {l Wrote}:I think there is room for concept art as a part of iterative design. Just try things out and see what works best and contributors find easiest to work with. The important thing is to get artists to stick around. Having 5 mediocre artists contributing regularly (and remember, people improve, so their contributions will steadily get better) beats the hell out of a couple of amazing artists who contribute occasionally (and leave the project with an inconsistent, incomplete set of models).
svenskmand {l Wrote}:
I think you have linked to the wrong sites? They both point to a forum of Vega Strike.
charlie {l Wrote}:svenskmand {l Wrote}:
I think you have linked to the wrong sites? They both point to a forum of Vega Strike.
They are past prolific VS contributors. (You seem to lack the ability to reason sometimes, do you know that? You take things so literally, perhaps why I interpret your reactions as so rigid... I mean, given the context of me describing improving contributors for a project, those links were pretty obviously meant to be VS contributors...)
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