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InsideQC Forums • View topic - [opportunity]Potential great set of open-source art assets

[opportunity]Potential great set of open-source art assets

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[opportunity]Potential great set of open-source art assets

Postby Julius » Mon Feb 17, 2014 4:35 pm

http://forum.freegamedev.net/viewtopic.php?f=24&t=5324

Anyone interested in trying to start a cool new open-source FPS based on FTE or DP with a nearly complete set of high quality art assets?
The guy might be interested in doing a crowd-funding release and I suggested teaming up with someone so that this can be a start of a new FOSS game.
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Re: [opportunity]Potential great set of open-source art asse

Postby Julius » Wed Feb 19, 2014 9:22 pm

This is all in .blend format btw, so working with it through iqm or another DP compatible format should not be an issue.

Really no-one interested?
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Re: [opportunity]Potential great set of open-source art asse

Postby Nahuel » Thu Feb 20, 2014 5:30 pm

Hello Julius!! this is a great new!! I am very busy with my two (still alive) projects : death morning and blackdays , but aniway this is a great new !! thanks for the links
hi, I am nahuel, I love quake and qc.
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Re: [opportunity]Potential great set of open-source art asse

Postby Julius » Fri Feb 21, 2014 4:42 pm

Not great news yet as the author is undecided what do do exactly. If a open-source game developer would step up and propose to do a game with those assets it would certainly help him come to a decision and jointly attempt a nice crowd-funding drive.
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Re: [opportunity]Potential great set of open-source art asse

Postby goldenboy » Fri Feb 21, 2014 9:48 pm

Most game developers planning to do a game would probably want to use their own art assets, or have the assets made for the game.

Making a game to accomodate existing assets is a bit strange really.
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Re: [opportunity]Potential great set of open-source art asse

Postby Julius » Sat Feb 22, 2014 12:20 pm

Hmm... first of all as a indi-developer you really can't be that picky and secondly I think those assets are flexible enough to allow for a wide range of games.

But I find that sentiment strange in general. There is way too much reinventing the wheel in game development, especially in open-source and independant. I think this is due to a history of technical quick advancement, but these days this isn't the case anymore (only multi-million dollar projects can afford the artist man power to stay cutting edge). But this constant reinvnting the wheel is IMHO the main reason why 95% of all game projects never reach anywhere near the state of playability.

P.S.: This is one of the strenghtes of this community, at least you do not reinvent the wheel with the engine each time ;)
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Re: [opportunity]Potential great set of open-source art asse

Postby frag.machine » Sat Feb 22, 2014 2:59 pm

My $0.02:

I haven't seen the assets so I'll take your word regarding the quality. But from what I read from the linked thread it seems the author isn't exactly interested in just contribute to the indie game scene; while I find perfectly acceptable that the artist seeks financial reward for his job, I suppose this disqualifies his assets to be part of an "awesome FOSS FPS game" (where "F" means free as in free beer).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: [opportunity]Potential great set of open-source art asse

Postby Julius » Sat Feb 22, 2014 4:36 pm

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Re: [opportunity]Potential great set of open-source art asse

Postby leileilol » Sun Feb 23, 2014 8:37 pm

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Re: [opportunity]Potential great set of open-source art asse

Postby Julius » Mon Feb 24, 2014 12:45 pm

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Re: [opportunity]Potential great set of open-source art asse

Postby goldenboy » Mon Feb 24, 2014 2:27 pm

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Re: [opportunity]Potential great set of open-source art asse

Postby Julius » Mon Feb 24, 2014 3:11 pm

Well, maybe we disagree, maybe I think gameplay is more important than a coherent style, or maybe I am just more pragmatic ;)

I only see those existing assets as a base to work with and improve on, call them place-holders or less then perfect solutions until a more polished and unique one is made. However quite honestly, the latter is wishful thinking as most likely they will stay in a loooong time; still better than having an unplayable prototype for years though.

Obviously this doesn't apply to all projects, and going the "retro" way to vastly speed up development of art assets is also a viable strategy, but if you want to aim for somewhat modern graphics, I see no way around reusing existing assets at least for some time.

The lack of playablility is IMHO the main reason why projects fail... a single developer will only stay for that long dedicated to a project, thus if he or she hasn't managed to attract a community by then to continue the project, it is a dead fish in the water (as so many FOSS game projects). Thus try to make it fun and playable as soon as possible!
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Re: [opportunity]Potential great set of open-source art asse

Postby goldenboy » Mon Feb 24, 2014 3:58 pm

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Re: [opportunity]Potential great set of open-source art asse

Postby Julius » Mon Feb 24, 2014 4:34 pm

Ok we totally disagree then, but no hard feelings as I do get where you are coming from; but boxy placeholder art will not help you build a community around a playable game.

Oh and I am really looking forward to your game, please proof me wrong (this isn't a snarky comment)!
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Re: [opportunity]Potential great set of open-source art asse

Postby Dr. Shadowborg » Mon Feb 24, 2014 6:32 pm

Okay.

Julius, no offense, but your kinda coming across as "Hey! Lazy GameDevs! Drop what u r doing right now and maek ME L4D 4 Free! I wanna ply it NOW!!!111!"

Furthermore, I don't think you've actually considered just how intellectually offensive what your proposing actually is.

It would be one thing if you were just pushing for a crowdsourced defunct commercial project resource pack release, but what you're doing here is just plain yuck.

Also, your comments appear to me as being COMPLETLY IGNORANT of the process of what is actually involved in game development. Art resources VERY MUCH (if not completely) dictate the development direction of a game.

If you want this to go forward so bad, why don't you just make the game yourself? You shouldn't expect to just waltz in here, demand that somebody work on a project you want (for free, on their own time and effort so that somebody else gets paid) and see people come running to work on said project.

Just my two cents on this.
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