Fate of Io
2005/05/09 21:38:53 PDT by BioKupo [0/0]

Its been brought to my attention by Temp in another topic that this argument has once again reared its ugly head.

We all know the question, and I thought we'd settled on 3d, and had stuck by it through many trials and tribulations.

Just thought I'd create this so I could garner peoples current opinions regarding this.

2005/05/10 10:52:44 PDT by Temporal [manager]
[Temporal's avatar]

I think everyone would prefer 3D when imagining the final product. The only reason we might want to go 2D is because it could be easier. But then, is it easier? That's actually not an easy question to answer. Really good 3D graphics are easier than really good 2D, but simplistic 2D graphics would be easier than anything 3D and would look better than simplistic 3D graphics.

As I have said before, if I write the engine, it will be 3D. However, if I write the engine, it will be GAUGE^3D and I won't even be starting on that until a production version of Evlan is ready, which is probably at least a year away. Thus, my position is, if someone can get a team of programmers together who are capable of doing the programming for FoI without my direct help, then it will be up to them whether to do it 2D or 3D. They may even choose to use some sort of game maker program or an existing engine.

As yet, no one has offered to lead such an effort, so we remain with the default plan that we will use GAUGE^3D when it's ready, and the game will be 3D.

2005/05/10 12:29:24 PDT by BioKupo [0/0]

Using a game maker would ruin this. Thats my opinion.

So the question is, do we attempt to get some coders into the project, or do we work on other things?

And if we're working on other things, what are they going to be?

IMO, art atm is the most important thing. The art does not rely on niggling story details (not really anyway) so stuff about eumonics etc won't affect it.

So, we need some way to get some more artists into this project. IMO anyway :)

2005/05/10 13:05:33 PDT by Temporal [manager]
[Temporal's avatar]

Things we can work on without code:

  • Art

  • Story

  • Scritps

  • Gameplay mechanics

  • Character abilities

  • Music

  • Puzzles (general designs)

  • Maps (general layouts, not exact geometry)

  • Choreography (again, plans, not actual coded scripts)

  • etc.

In other words, there's tons we can do without code. And, in fact, it is often much easier and faster to actually create the final art (in the game's format) when such plans exist ahead of time. For example, I created a couple Quake maps back in the day, and I found that my best maps came when I first drew the map up on paper.

fateofio.org © Copyright 2001-2005 Sam Pierce, Kenton Varda, and contributors
Powered by Io Community Manager, Evlan, and FreeBSD