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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#ActualBGB

Posted 03 December 2013 - 04:16 AM

Learning and don't want to post anything closely related to my other posts.sleep.png
 
How many assets do you use in your games, i.e. models [playable characters & npc's], textures, audio files, building models, cars etc?huh.png

 

lots...

it depends on the game.

for an FPS, you can probably get by with maybe 5-10 character models (enemy types), maybe "several dozen" random items (weapons, ammo, power-ups, ...), and a larger number of textures and audio files.


my case (for a single-person project, and a sort-of Quake/Minecraft hybrid):

my release textures directory has about 1500 files (culled down mostly to those used in-game, vs ~ 11k for the development directory).

currently I have about 1800 sound-effects (enemy sounds, weapon sounds, ambient sounds, ...).

my models directory has about 840 files, and about 170 directories. the number of directories is more accurate to the number of models, as my models tend to have the meshes and animations and similar as separate files, but are generally one directory per model.

quick count: I have 23 character models (most are various enemy types, several are unused in-game).


my project doesn't currently have any building models or cars.

even with all of this, the game world still looks pretty sparse.


FWIW: my game makes a nice 130MB ZIP file.

compare most other games, which are a little larger than this.
though, nevermind differences like the type of formats used for textures and audio, ...

 

You can give a rough estimations. Also, how long do you think it takes you to create one model (apart from buildings which are easy huh.png ).


a lot of mine were pretty quick-and-dirty, and maybe about 30 minutes each I guess.


nevermind a lot of the items which are basically just boxes with slightly different textures.

it is likely to take *much* longer if a person actually tries to make everything look good.

 

Since when have you been creating games and how many have you finished and what is the time-frame for each game?ohmy.png


I have been working on mine since around late 2010 IIRC (a lot of the code is older, but this was the start of the "game project proper").

this is still my first real game project, and "finished" isn't so clearly defined.

 

Finally how many assets do you think are used n games like gta:blink:


all of them...

I have no idea actually how big the assets are for such a thing, but it is probably huge.

 

*I have this idea*


#1BGB

Posted 03 December 2013 - 04:13 AM

Learning and don't want to post anything closely related to my other posts.sleep.png
 
How many assets do you use in your games, i.e. models [playable characters & npc's], textures, audio files, building models, cars etc?huh.png

 

lots...

it depends on the game.

for an FPS, you can probably get by with maybe 5-10 character models (enemy types), maybe "several dozen" random items (weapons, ammo, power-ups, ...), and a larger number of textures and audio files.


my release textures directory has about 1500 files (culled down mostly to those used in-game, vs ~ 11k for the development directory).

currently I have about 1800 sound-effects (enemy sounds, weapon sounds, ambient sounds, ...).

my models directory has about 840 files, and about 170 directories. the number of directories is more accurate to the number of models, as my models tend to have the meshes and animations and similar as separate files, but are generally one directory per model.

quick count: I have 23 character models (most are various enemy types, several are unused in-game).


my project doesn't currently have any building models or cars.

even with all of this, the game world still looks pretty sparse.


FWIW: my game makes a nice 130MB ZIP file.

compare most other games, which are a little larger than this.
though, nevermind differences like the type of formats used for textures and audio, ...


You can give a rough estimations. Also, how long do you think it takes you to create one model (apart from buildings which are easy huh.png ).


a lot of mine were pretty quick-and-dirty, and maybe about 30 minutes each I guess.


nevermind a lot of the items which are basically just boxes with slightly different textures.

it is likely to take *much* longer if a person actually tries to make everything look good.


Since when have you been creating games and how many have you finished and what is the time-frame for each game?ohmy.png


I have been working on mine since around late 2010 IIRC (a lot of the code is older, but this was the start of the "game project proper").

this is still my first real game project, and "finished" isn't so clearly defined.


Finally how many assets do you think are used n games like gta:blink:


all of them...

I have no idea actually how big the assets are for such a thing, but it is probably huge.


*I have this idea*


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