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Member Since 03 Sep 2007
Offline Last Active Feb 21 2016 12:34 AM

Posts I've Made

In Topic: Is attribute point distribution in RPGs pointless ?

08 February 2011 - 02:04 PM

I can't find the link, but I remember a piece Bruce Geryk wrote about strategy games that said [paraphrased] any series of decisions that are always correctly made in only one way should be removed from the design (unless you're making a puzzle game).

So if one choice is always optimal, remove that choice. Only give the player choices that are actual choices between reasonable alternatives, choices that matter.

I did this in Dungeons of Dredmor. Instead of assigning stat points, the only choice a player makes upon leveling up is what new skill they want. Each skill has an associated class archetype (Warrior, Wizard, Rogue) which boosts a primary stat (burliness, nimbleness, sagacity) which in turn each boost a number of associated secondary gameplay stats (critical hit%, life, dodge%, mana, spellpower, etc). The player makes the most interesting high-level decision then consequences trickle down to gameplay.

To answer the original post's question, my opinion is "generally, yes".

In Topic: Low priced HD models

21 January 2011 - 10:58 PM

Moved to 'Your Announcements' forum because this reads like a sales pitch rather than a discussion of Visual Arts.

In Topic: Beginner Pixel Artist

11 January 2011 - 04:08 PM

Regarding Python versions:
I'd try uninstalling and installing an earlier version of Python that works with everything you're using. Check the FAQs on various apps/packages you're using and ask Google is all I can reasonably suggest.

Regarding tutorials:
My personal process for learning all of this was very subjective and took place a few years ago so I can't really point you to my sources directly (well, not more than I already have). You should certainly learn the basics of how 2d and 3d graphics are displayed, and it comes to mind that getting a book on the subject might be useful for getting a broad perspective. I'm sure there are books targeted toward game artists out there which will cover the basic technical requirements for game art.

As for what you should do technically, I don't have much to add that I haven't already said. When I got into this, I just explored semi-randomly and kept trying (and failing) to make games over and over until I started getting to somewhere useful with both art and coding (if you look at my Gamedev blog for back in 2007 and 2008 you can see me posting a bunch on these attempts).

Perhaps someone else will have more concrete suggestions for you!

In Topic: 3D Designer Needed

10 January 2011 - 01:23 PM

You must use the Help Wanted forum when recruiting. This forum is for the discussion of 2d and 3d visual arts as a topic itself.
(And aside from that, it doesn't sound like you're quite sure what you want - consider doing more research and planning before recruiting.)

In Topic: Beginner Pixel Artist

09 January 2011 - 09:06 PM


1) Yes, it is possible to create iso/2d art without programming knowledge. (Though I daresay, MS Paint is wholly inadequate for making artwork, in my opinion. I recommend getting into some better art programs; I'm a big proponent of Photoshop, for example.) It may make things more difficult though, especially working with coders to make useful art for a game.

2) So yes, it is possible to create art without knowing anything about programming, but I would strongly recommend you know something about implementation. Let me tell you, it is very difficult to work with someone who does not have a basic idea of what the possibilities and limitations of a medium are, particularly when you are in a more generalist role (as in a small indie developer, for example). On the other hand, if you're being strongly directed by someone who knows what they're doing, you may not need to personally know much about implementation. Still, this means you're stuck in a limited, specialized, low-level role. This is rather less likely to be your position when working as/for a small developer: small teams require each member to wear more hats.

In short, it is really useful to know something about the medium your work will be applied in. As even just a 2d artist, having learned to implement my own raster and 3d graphics -- even though only at a basic level -- has helped immensely in my work as a 2d artist. It means I understand what assets the coders need, I understand the limitations, I can make suggestions about how to approach a problem, how to get a certain 'look', how to fix a graphical problem (is it on my end? is it on theirs?), etc etc. I imagine the programmers I've worked with appreciate my basic knowledge of what they have to do, so I think it makes everyone happy and works gets done more efficiently and effectively.

And besides, if you're going to learn anything, Python is a great place to start and I highly recommend learning a bit of it, perhaps some Pyglet or PyGame, or maybe something newer if there is such a thing. Try out Gamemaker, at least.