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Re: Poll ideas?
Steve Baker wrote:
>> Yes, but i think that it will be easier to get graphic artists, when there are
>> bigger teams.
>Well, that may or may not be the case - it's pretty illogical though. If a game
>engine exists with enough features to do the job - why should the number of people
I think part of the problem is in the "enough features to do the job".
Have a look at the Quake/Halflife/... mod scene. There are tons of good
graphics artists / modelers / map designers etc out there, but they're
concentrating around the two or three best games, correction, game
*engines*. The engines that produce good quality output and, even more
important, that let them realize their visions best, the engines that offer
the most possibilities, the most useful hooks for added functionality, the
ones that are most extensible, the ones whose (?) behavior can be modified
And it's not that these people are Windows fanatics. They're not. The
problem is that Linux doesn't have an interesting environment for them: No
killer game engine, often immature or non-existent tools (Steve - do you
have a powerful graphical track editor for your kart game? Can you
import/use models created in 3DStudio?)
If enough people team up and do their thing properly, then they can come up
with such a killer engine and the matching tools. And then it's mainly a
matter of (1) persuading 1 or 2 artists to design some demo "level" and (2)
show that demo & a list of the most exciting features & the tools to the
Especially if the stuff is cross-platform (like most of the game
libraries developed right now).
>You may be right though - but for psychological reasons not rational ones.
Yeah, that too :)
> Codey Ventually - and his annoying brother Bugsy.
Coordinator/Coder, PenguinPlay (http://sunsite.auc.dk/penguinplay/)
Coordinator, LGDC (http://sunsite.auc.dk/lgdc/)
(A)bort (R)etry (P)retend this never happened ...
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