Content Creation and Management

Or how to manage content contributors, the experiment.

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I’ve been curi­ous for a long time on what makes FLOSS games fail in the areas of User Exper­i­ence/Inter­face (UX, UI) and graph­ics, visual coherency, why they push second-hand gfx next to ace grade gfx. In my search for an answer I decided to start a pro­ject of my own to gather some first hand experience.

The aim for this pro­ject will be to col­lect as much con­tent as pos­sible for a small and simple game, at the same time; avoid neg­lect­ing any UI or UX related issue. No need for ace grade gfx just visual coher­ency. To be able to fin­ish this pro­ject in a reas­on­able time frame, I first decided on what type of game and which kind of theme it would have. My decision are based on per­sonal pref­er­ences what kind of “simple” game would I enjoy? It fell down to a Tac­tical Role-Playing Game in a fantasy set­ting, like Tac­tics Ogre: The Knight of Lodis, Final Fantasy Tac­tics and Final Fantasy Tac­tics Advanced. Mind you, I’m only gath­er­ing con­tent for it no code what so ever, that is for a will­ing developer to do if he or she find the time and will to do so.

Here I’ll give to you the mockup game;

Realp - Book of Tiny Bits

logo: Realp - Book of Tiny Bits

In my estim­a­tion I already got enough game con­tent to be able to make a game mech­an­ics test. And this in a very short time span. The ques­tion now is what do lead developers and pro­ject lead­ers miss when they do the same job. My answers at this moment would be; Time to com­mu­nic­ate (beside the obvi­ous; con­nec­tions)  here are some ques­tions I find important:

  • How does your con­trib­utor work?
  • What does he or she need, to do the things you want done?
  • Are the con­trib­utor able to work inde­pend­ently or does he/she need continuous guidance?
    • If so how could you rem­edy that?

cha_theif2

Don’t mind the 2D, it will be in 3D as might be seen in the SVN. The 2D images every­where, is my way of com­mu­nic­a­tion with con­trib­ut­ors, in this case tid­bit the 3D modeller.

How did/do I go about this project?

Well to know what con­tent you need you must decide on a couple of things, some of them I already told you about (What kind of game). To list some of these decisions, here are some of the fea­tures I have in mind;

  • Pro­ced­ural map generation
  • Move­ment by points of interest
  • In-game script­ing of unit behaviours

These help me under­stand what is needed; Without them I would miss much of the small things. So I actu­ally think of this ‘media pack’ as a full game, that way I hope it will be easier to adapt the media to other pro­jects too.cha_brute

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Comeback, again

I’ve been absent or inact­ive for an age it seems, no excuses needed and none sup­plied. Well I’m back and I will con­tinue the con­tent man­age­ment research I star­ted; Con­tent Man­age­ment and all things about that.
In fact I have already head star­ted with a new pro­ject that I hope will gen­er­ate some­thing use­ful, at least we will get a series of art­icles about it.

For those who want a pre­view you can head over to the SVN and look at some odds and oddit­ies pas­ted there. In short I’m going for a “full” media pack, doing all con­tent that would be needed for a game

More to come soon.

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Lips of Suna - Logo prototyping

Some logo pro­to­typ­ing for Lips of Suna, it’s a fully three-dimensional online role-playing game (RPG) in a steam punk set­ting, with some twists.

Any and all com­ments are wel­come and much-needed, I have hit the wall. I’m think of repla­cing the pen­ta­gram with a cog, as it’s sup­posed to be steam punk with magic I might do a pen­ta­gram turn into a cog or vice vers.

lips_of_suna_v2

Latest ver­sion as of 2009-02-15

edit/update:

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