And what is best format? PNG or JPG or GIF or BMP?
Edited by glhf, 05 June 2012 - 04:22 AM.
Posted 05 June 2012 - 04:21 AM
Edited by glhf, 05 June 2012 - 04:22 AM.
Posted 05 June 2012 - 05:21 AM
Posted 05 June 2012 - 06:42 AM
Posted 05 June 2012 - 11:16 AM
Edited by taby, 05 June 2012 - 11:24 AM.
Posted 05 June 2012 - 11:31 AM
Posted 05 June 2012 - 11:33 AM
Posted 07 June 2012 - 09:34 AM
Edited by szecs, 07 June 2012 - 09:37 AM.
Posted 07 June 2012 - 09:53 AM
Edited by Madhed, 07 June 2012 - 09:54 AM.
Posted 07 June 2012 - 10:15 AM
I would venture to suggest that your next step should be to actually start making your game, instead of trying to do all this design and "GDD" bullshit up front. You're putting the cart before the horse, and if you spend too much time going too far in-depth with your design and pre-producing your art assets and all that you run the risk of having to throw away a ton of that time when it becomes apparent during iteration that something isn't going to work.My GDD is getting near completion so it's time to make it even more detailed...
Edited by Josh Petrie, 07 June 2012 - 10:15 AM.
Josh Petrie | Lead Tools Engineer, ArenaNet | Microsoft C++ MVP
Posted 07 June 2012 - 12:18 PM
I would venture to suggest that your next step should be to actually start making your game, instead of trying to do all this design and "GDD" bullshit up front. You're putting the cart before the horse, and if you spend too much time going too far in-depth with your design and pre-producing your art assets and all that you run the risk of having to throw away a ton of that time when it becomes apparent during iteration that something isn't going to work.
My GDD is getting near completion so it's time to make it even more detailed...
You've already made mistakes in your design and content production, so start iterating on something practical so you can expose those mistakes and correct them sooner rather than later.
Posted 07 June 2012 - 12:27 PM
I would venture to suggest that your next step should be to actually start making your game, instead of trying to do all this design and "GDD" bullshit up front. You're putting the cart before the horse, and if you spend too much time going too far in-depth with your design and pre-producing your art assets and all that you run the risk of having to throw away a ton of that time when it becomes apparent during iteration that something isn't going to work.
My GDD is getting near completion so it's time to make it even more detailed...
You've already made mistakes in your design and content production, so start iterating on something practical so you can expose those mistakes and correct them sooner rather than later.
Edited by Jebbles, 07 June 2012 - 12:39 PM.
Posted 07 June 2012 - 12:59 PM
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You're offtopic.
You also don't seem to know anything about GDD's.
And I haven't made any mistakes.
Posted 07 June 2012 - 01:13 PM
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You're offtopic.
You also don't seem to know anything about GDD's.
And I haven't made any mistakes.
And you're a bit out-of-line. I assure you that Mr. Petrie is far more familiar with GDDs than you. You don't think you've made any mistakes because you don't know enough to see them.
You're here asking rather simple questions that any amount of cursory research would answer, so either you haven't bothered to do your own homework, or you'd sooner let the opinions of internet strangers, however well-intentioned, set your course. Neither of these inspires confidence that you're willing or able to consider all the angles. The fact that you so readily dismiss an opposing viewpoint reinforces that lack of confidence.
Anyone who's designed anything much more complex than doorstop knows that design has to be iterated upon. As they say in war, even the best-laid plans don't survive contact with the battlefield. All that Josh was saying is that you're front-loading too much design with too little hands-on experience. the more experience you have, the more you'll be able to pre-design to a reasonable facsimile of the end result. This is true of design for both gameplay and technical implementation, and more-so where they touch. If you spend time laying out a poor plan, the best outcome is that you'll throw away the plan, but the worse (and more likely) outcome is that you'll throw away the plan, and also sink a lot more time into correcting the problem, and all the systems that were built around it.
The trick to planning isn't laying out all the details ahead of time, it's knowing what details should be laid out, and which are best to discover along the way. Image formats, while important, are absolute minutia. Choosing a resolution can be important, but a better question would be, "can I, and how do I, support different screen resolutions and geometries (4:3, 16:10, and 16:9 are most common)
Posted 07 June 2012 - 01:17 PM
As for the question,
As mentioned earlier, having a larger imaged scaled down looks a lot better than having a smaller image scaled up. I would probably use that in conjuncture with different sized fonts.
Posted 07 June 2012 - 01:27 PM
Yes, it was harsh. But I did not say that a game design document is a bad thing, I said that trying to do all the design work up front is bullshit, and quoted the term GDD to express some skepticism at the idea of specific pixel sizes being relevant to the design of the game. It's an implementation detail, and potentially one that belongs more in a technical specification if anything. As for mistakes? Anybody who believes they've never made any is a fool, or as Ravyne suggests, has never developed anything particular complex. All software has bugs in it, all designs have errors or omissions or exploits or loopholes. We make mistakes, probably more often than we made things correctly, and that's good because we learn from them. That's why we iterate.I think that was pretty harsh, and quite frankly unnecessary. A game design doc can be one of the most helpful things when making a game if it's done right, and I don't know why you would accuse someone of making mistakes outright like that.
The pre-development phase is free since I'm the one doing it.
The more important details I can include in the GDD that I give out to the team later the smoother and faster development will be = cost less money.
So It's just much smarter if I already know what sizes the images should be and even have them ready = saves lots of time because the programmer can just puzzle the pieces together instead of discussing and planning with me = cost more money.
Josh Petrie | Lead Tools Engineer, ArenaNet | Microsoft C++ MVP
Posted 07 June 2012 - 01:29 PM
Posted 07 June 2012 - 01:32 PM
It depends.Thanks, But What dimension should I originate from if it's going to be designed for fullscreen and scaling down to fit?
1600 x 1200 ? That's the max of what my computer allows.
Posted 07 June 2012 - 01:53 PM
It depends.
Thanks, But What dimension should I originate from if it's going to be designed for fullscreen and scaling down to fit?
1600 x 1200 ? That's the max of what my computer allows.
If you are talking about a splash-screen full screen background, then you will want to include at least a 4:3 (most common), 16:9 (second most common) 16:10 (third most common) ratio images. Exactly how large those images should be ought to be a decision for your art people. This detail generally IS NOT part of a design document. It is part of the art direction, setting the image size to whatever the art director or lead artist decides it needs to be.
If you are talking about textures for individual UI objects, you will want to include at least those three most common image ratios. Again, this detail generally IS NOT part of a design document. It is generally decided by the person doing art direction based on the visual style being created.
Finally, if you are talking about textures for modeled objects, those are power-of-two textures. You can specify an approximate size to pixel ratio, but again, this detail is generally not part of the design document. It is generally decided by art direction and technical artists based on the actual performance of the engine.
Posted 07 June 2012 - 01:54 PM