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What's the biggest development challenge you face?


  

90 members have voted

  1. 1. What's the biggest development challenge you face?

    • Obtaining good quality art assets
      37
    • Writing game code
      53


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I would say something that would make development easier would be allowing user submitted code samples sort of how php.net does. Allows for a more fuller documentation.

 

We have the wiki in my sig. That's most likely the closest thing you'll get it and people do actually use it. I once looked at http://snipplr.com/ but unless it was integrated into the editor (which would be cool) I didn't think it would get much use so I went with the wiki instead which is sort of the same idea but also adds more description possibilities.

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Yes, but not many coders spend there time coding stuff to give away for free.. Some make tutorials, but its not like art. People give away 3d assets for free. Its a finish product. Most coders give snippets, leaving lots to be finished usually. In general even high school students can have access to and learn 3d programs, very few have access and get thought coding let alone coding entire games.

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They're both essentially snippets. We've had discussions here of how difficult it is to find consistent, quality 3d model packs. Yeah, you can find great low price or even free models but if your swordsman is realistic and your mage is cartoon and your rogue is something else, it's kind of useless for an actual game because they're not consistent because they're by different artists. You need to spend thousands of dollars to hire a single modeler if you want anything truly usable for just a handful of models.

 

I'm not claiming code is any better, by the way. Just saying that there's not any magical model source that will get you all your gaming content for free.

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I just think the vast amount of tutorials that pertain to 3d stuff speak for themselves. Not really a vast amount of coding tutorials that I have seen. I mean there are some good ones popping up. I just think in general art is easier to obtain, as you can at least buy models if you refuse to make your own ( which can be extremely simple ). Buy scripts? Or better yet packs of code for games? I have not seen any.

 

I find coding easy compared to modeling and I'm sure there are a lot of people in the same boat. Like gamecreator says finding models that all fit the "scene" can be a problem unless you do it yourself or hire someone.

 

Do these same things not apply to finding code? Not all code fits everyone's needs. Art is simple. Children can make art.

 

But I see both sides of the picture, Enough ranting on my part.

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Do these same things not apply to finding code? Not all code fits everyone's needs. Art is simple. Children can make art.

 

But I see both sides of the picture, Enough ranting on my part.

 

I actually think it's more prominent in code, and that's why you don't really see as much code. You also have to remember that a lot of Leadwerks code is Leadwerks specific and even game specific. I know a lot of people want more code, but it's hard to provide "code" to do a simple task when it could involve multiple files. Code also isn't as plug and play as assets in general.

 

I find coding easy compared to modeling and I'm sure there are a lot of people in the same boat. Like gamecreator says finding models that all fit the "scene" can be a problem unless you do it yourself or hire someone.

 

I'm not sure why people believe that this really the case. There are tens of thousands of assets that can be brought into the editor, and many of these assets have similar styles. You will only get the same exact styles by the same artist, so a game with multiple artists will automatically have differences. Also, you can always edit the textures since that tends to be the biggest stylistic difference of models. If someone gave me an art asset, I guarantee you I can find compatible pieces on multiple sites unless it's something super obscure.

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I actually think it's more prominent in code, and that's why you don't really see as much code. You also have to remember that a lot of Leadwerks code is Leadwerks specific and even game specific. I know a lot of people want more code, but it's hard to provide "code" to do a simple task when it could involve multiple files. Code also isn't as plug and play as assets in general.

 

 

 

I'm not sure why people believe that this really the case. There are tens of thousands of assets that can be brought into the editor, and many of these assets have similar styles. You will only get the same exact styles by the same artist, so a game with multiple artists will automatically have differences. Also, you can always edit the textures since that tends to be the biggest stylistic difference of models. If someone gave me an art asset, I guarantee you I can find compatible pieces on multiple sites unless it's something super obscure.

 

Yeh problem is I can't find any assets in the style I need. Will have to do it myself. Also, sounds like a tall order Nick, but I trust in your knowledge ;D

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Art assets are made for a game. Good code is not necessarily. Example, the functions for converting a 24 hour clock into a 12 hour clock is modular and could be useful in many games. I haven't messed with the lua in leadwerks yet, but if its anything like gmod... it should be pretty modular if your doing it right. At the very least readable to the point were someone that is inexperienced can read (along with good comments or reverse engineering) can figure out how to replicate results.

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Ha, try and find a swordsman, mage and rogue in the style of Assassin's Creed (not ripped from games).

 

Challenge accepted! (although that's sort of a vague specification, are you talking about the assassin? and what game? Anyway, here's a list of things I found). Also, the actual assassins you control in those games have ridiculously ornamental features that, like I said above, are kind of obscure. But enough with these excuses:

 

Mages (there are no mages in AC, so I gave it a shot):

https://www.assetstore.unity3d.com/en/#!/content/20805

https://www.assetstore.unity3d.com/en/#!/content/19962 (female version)

 

Rogues (are these assassins/thieves?):

https://www.assetstore.unity3d.com/en/#!/content/17249 (this one might be more of a stretch)

https://www.assetstore.unity3d.com/en/#!/content/7265

https://www.mixamo.com/editor/new/729?character_id=581630

 

Swordsmen (surprisingly the most difficult to find):

https://www.assetstore.unity3d.com/en/#!/content/15929 (this one might also be more of a stretch)

https://www.assetstore.unity3d.com/en/#!/content/3227 (if you are talking about non-assassins)

http://www.turbosquid.com/3d-models/3ds-max-helmet-sword/776572 (may need to change hood and sleeve texture, also a little expensive)

http://www.turbosquid.com/3d-models/fantasy-warrior-modeled-3d-max/477204 (a little texture changing would help, the geometry looks decent though)

http://www.turbosquid.com/3d-models/maya-heavy-knight-helmet/887838 (remove a little armor and change some textures, a little high-poly tbh though)

 

I also chose models with similar qualities, such as detail and overall appearance. If these aren't what you wanted, let me know. No matter what, you'll need to apply your own animations, but tools like fragMOTION makes it easy enough to take animation from one model and place it on another (Arteria3D models are pretty good for taking animations from). And of course, small details are going to be impossible to find exact models for as well.

 

The point I was trying to make is that Josh will never provide enough models to satisfy every request, and there is already a great infrastructure already for 3D models with dozens of sites that provide models for games. You also have tools like FUSE and MakeHuman in case you want very specific features. From my understanding, the packs released as DLC are mainly for plug-and-play functionality to help non-programmers make games. The artists who make things for Leadwerks also make things for Unity and other stores possibly, and so you can get the same consistency from other stores.

 

I'm not saying that there should be no focus on art, but there are already a bunch of resources out there.

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Challenge accepted! (although that's sort of a vague specification, are you talking about the assassin? and what game? Anyway, here's a list of things I found). Also, the actual assassins you control in those games have ridiculously ornamental features that, like I said above, are kind of obscure. But enough with these excuses:

 

Mages (there are no mages in AC, so I gave it a shot):

https://www.assetstore.unity3d.com/en/#!/content/20805

https://www.assetstore.unity3d.com/en/#!/content/19962 (female version)

 

Rogues (are these assassins/thieves?):

https://www.assetstore.unity3d.com/en/#!/content/17249 (this one might be more of a stretch)

https://www.assetstore.unity3d.com/en/#!/content/7265

https://www.mixamo.com/editor/new/729?character_id=581630

 

Swordsmen (surprisingly the most difficult to find):

https://www.assetstore.unity3d.com/en/#!/content/15929 (this one might also be more of a stretch)

https://www.assetstore.unity3d.com/en/#!/content/3227 (if you are talking about non-assassins)

http://www.turbosquid.com/3d-models/3ds-max-helmet-sword/776572 (may need to change hood and sleeve texture, also a little expensive)

http://www.turbosquid.com/3d-models/fantasy-warrior-modeled-3d-max/477204 (a little texture changing would help, the geometry looks decent though)

http://www.turbosquid.com/3d-models/maya-heavy-knight-helmet/887838 (remove a little armor and change some textures, a little high-poly tbh though)

 

I also chose models with similar qualities, such as detail and overall appearance. If these aren't what you wanted, let me know. No matter what, you'll need to apply your own animations, but tools like fragMOTION makes it easy enough to take animation from one model and place it on another (Arteria3D models are pretty good for taking animations from). And of course, small details are going to be impossible to find exact models for as well.

 

The point I was trying to make is that Josh will never provide enough models to satisfy every request, and there is already a great infrastructure already for 3D models with dozens of sites that provide models for games. You also have tools like FUSE and MakeHuman in case you want very specific features. From my understanding, the packs released as DLC are mainly for plug-and-play functionality to help non-programmers make games. The artists who make things for Leadwerks also make things for Unity and other stores possibly, and so you can get the same consistency from other stores.

 

I'm not saying that there should be no focus on art, but there are already a bunch of resources out there.

 

This.

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Ha, try and find a swordsman, mage and rogue in the style of Assassin's Creed (not ripped from games).

 

Thats pretty easy to meshmatch and retexture concidering the abundance of medieval characters out there. However, nothing shall ever be used "out of the box" by any serious game developer in my opinion. More or less adjustment to tone and style is always necessary.

 

You can always shoot me a mail and perhaps I can help out. I do freelance which also includes adjustments like this.

 

-Wolf

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