Call to arms

Andrew Fenn over at FGD-forums have just opened a sur­vey about Open Source Games and fin­an­cing, more info here and here OPs blog-post.So if you got some spare minutes please fill it in and con­trib­ute some stat­istic for the community.

Head over and fill in the sur­vey now

(I helped in a small part by cre­at­ing the coin in the art­work at free­gamer.)

osss

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Tetris backdrop (update)

I did some tet­ris back­drops for bughunter2s java tet­ris as if a C-language* tet­ris is not enough, but he is pardoned as this is a “school pro­ject” yeah right? Any­way it will be open source, just not released yet. So here is the images enjoy:

*or was it C++? I’m no dev so why should I care?

Added intro screen

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FOSS games and content

Many of us “know it bet­ter than you”-people have already told the tale of why FOSS games can not com­pete with com­mer­cial grade games. Yes we are all talk­ing about con­tent, we lack the con­tent to look as dandy as the gem-sparkling com­mer­cial games.

We don’t even make it easy to cre­ate the spark of a jaded plastic toy either. No, we make bad choices over and over, cramp­ing out the life-force of con­trib­ut­ors. For­cing the entry-level of con­tri­bu­tion sky-high just due to one of the con­trib­ut­ors being very good and the rest just ‘will­ing to help’. The prob­lem here is not that the gen­eral Joe can’t carry out the level of skilled con­tri­bu­tions as that of the sole contributor-god. No the prob­lem is that we don’t har­ness the cre­ativ­ity of that sole good con­trib­utor, and help him help the oth­ers to do great contributions.

I was brows­ing a forum the other day and noticed a “graph­ics needed” thread, being me I was drawn to it like a moth to light. But read­ing the thread got me just annoyed and irritated.

example

fig­ure 1 — Example of a photo, a illus­tra­tion and a 3D render, all are objects.

In this par­tic­u­lar case they needed images for objects that was in the invent­ory of a container/vessel, call it invent­ory. Imme­di­ately I think RPG style icons, ok size, easy to eye and place for other ele­ments to use needed space. But no, here we got full 512x512 px images, all in dif­fer­ent forms; 3D renders, pho­tos, Illus­tra­tions (see fig­ure 1) — you might now be think­ing “good they accept any kind, many con­trib­ut­ors” which might be true. Now think of the ‘quant­ity or qual­ity’ ques­tion; is it bet­ter to have a ‘sea of shit’ or a ‘pond of gold’? To me the answer is easy: I want a lake of brass.

For being a graphic designer it’s not really the flashy ele­ments that makes me accept a product, I can well settle with a not so super designed thing, as long as the style is coherent.

Regulations is good for all

How would a smart graphic pro­ject man­ager go about ask­ing the com­munity for this? Well I got a couple of ideas to solve this kind of issue. First, decide on what kind of images you accept — the more who are able to con­trib­ute to this the mer­rier, but don’t go over­board. Second, decide on a size for the images — in this case i would go for a max size of 128x128 px as that is a stand­ard large icon size, could go down to 22x22px to you then just need a bit more skill to make it look good. Third, do a tem­plate, make them all fit together on some way, be it back­ground, shape or another but for the love of milk don’t let them be all and every kind.

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