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KickStarter The Wayward Realms - upcoming Daggerfall-like RPG from original Elder Scrolls developers

Bulo

Scholar
Joined
Mar 28, 2018
Messages
394
A stone archway? In a fantasy setting? Yawn. Show me something new, Ted, like a storehouse made of steamperhaps the place where a crafty conjuror stows his vapour wares.

cute bird though
 

Gastrick

Cipher
Joined
Aug 1, 2020
Messages
1,733
The grand moment we are still waiting for is when Julian writes his first few lines of code. The modders(they make the assets), Ted and the music writer actually were doing their jobs. That's why it's a hunt to attain a copy of them for when the project finally collapses.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
damn those nips are huge

wow.jpg
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
2,085
Daggerfall Spiritual Successor Project (Artists Needed!)
Post by Indigo » Fri Apr 12, 2019 4:38 am

EDIT: OCTOBER 19, 2020

As of July 2020, I am no longer associated with this project. Please reach the crew at the Discord we created at:
https://discord.io/CouncilOfWisdom

https://forums.dfworkshop.net/viewtopic.php?f=8&t=1980


The call for artists was a success. The amount of fan art created for this conceptual RPG elevator pitch game continues to fill a twitter feed.

Anyone active in their, ahem, discord server?
 
Joined
Feb 20, 2018
Messages
1,006
Daggerfall Spiritual Successor Project (Artists Needed!)
Post by Indigo » Fri Apr 12, 2019 4:38 am

EDIT: OCTOBER 19, 2020

As of July 2020, I am no longer associated with this project. Please reach the crew at the Discord we created at:
https://discord.io/CouncilOfWisdom

https://forums.dfworkshop.net/viewtopic.php?f=8&t=1980


The call for artists was a success. The amount of fan art created for this conceptual RPG elevator pitch game continues to fill a twitter feed.

Anyone active in their, ahem, discord server?

Feel free to disagree but I think it's a better idea to design some core gameplay loops. Impliment them, and then start thinking about art. I can get the artists to make art around gameplay mechanics quite easily but it is much harder to have some art done and ask a programer/designer "make the game around this idea I had"

Put up or shut up basically, Wayward Realms.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,334
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Feel free to disagree but I think it's a better idea to design some core gameplay loops. Impliment them, and then start thinking about art. I can get the artists to make art around gameplay mechanics quite easily but it is much harder to have some art done and ask a programer/designer "make the game around this idea I had"

You need both, just not at the final quality or even the final assets. To implement the gameplay mechanics you need to have assets that are both functionally and visually (if you squint hard enough) similar to what will be used, otherwise you're going to end up making mechanics that may not work properly with the assets artists end up making - and at the same time you need to give the artists good specs for the assets they'll make which you can only do if you put your mechanics in action with some assets to see what is actually needed.

There is no "you do this first, then once it is done, you do that" (with "this" and "that" being either art or programming), you need to work at both in parallel.

Obviously for that you need both an artist and a programmer (yes a programmer can probably -though not always, i've seen some horrors- make "programmer art" but his time is better spent writing code and with the artist doing the initial art he'll also know why and how it'll be used by the game/engine and communicate that to other artists that may join later).

Of course that doesn't mean you need all the artists and all the programmers right at the start. A single artist is usually enough both to work with the programmer and to make reusable placeholder art for later use.
 

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