Open Content in Games

2008-11-04

Open Content in Games

Permalink 04:26:14 am, Categories: Personal Log  

On the first day of sessions (Saturday), one of the sessions I attended was that of managing content in open source games. There was a previous session on open source games in general, which I will cover in a later post. A very important question in open source games is how we can develop games with high-quality content, but still manage artists who are not familiar with open source development procedures?

The folks from Battle for Wesnoth began talking about their problems in getting content for their game. Originally, they stated, they had a system that had fairly bad graphics. Over time, it has become a much more aesthetically appealing system, with animated sprites and high-quality artwork. Over time, they were able to find a good artist to place in the position of lead artist. The lead artist is the person who signs off on all the artwork in the game, whether it be textures, conceptual artwork, or sprites and animations.

One thing Battle for Wesnoth developers had to deal with is younger artists. They were able to get artwork from a number of teenagers, but this artwork was fairly low-quality, due to the lack of experience of the artists. So, at times, it was necessary to just tell people that their artwork wasn't of the quality necessary in Battle for Wesnoth. On the other hand, they admitted that they accepted artwork from a number of artists who weren't initially very good, but improved over time.

Worldforge is another project that had representatives present in this session. Worldforge isn't exactly a game, really, but rather an open source world-building application. The requirements for this application are incredibly massive, and a method is needed for developing a method of accepting, rating, and storing assets. The representatives from Worldforge stated that they have begun building an application that takes assets from artists, and stores and presents it for evaluation from an administrator. Ideally, it would be nice to have a system that can rank assets, present it for approval to an administrator, then if approved, commit it to the asset version control system. The application they presented is called Wombat, and they are asking for help from open source developers to evaluate and improve this application.

BZFlag also spoke about their asset-management system. A primary problem they encounter is that artists don't understand licensing. One of the things they had to place into their application was an option for "I stole this" for artists submitting content.

One of the things that I find more difficult about content in games is finding artists. I realize that expecting artists to commit assets into an svn server is probably not going to work, but how does one come upon artists to begin with? I think this is a very important question, as both groups brought up the idea that artists aren't as familiar with open source software development as computer scientists are. Thus, they aren't as exposed to the different groups as we are, and don't have any idea that they can get experience with an open source software group. Some of the questions that I have are, "How can we advertise in a more effective method, to minimize budget constraints, to get artists more interested in our projects?", "How can we keep artists around, once they've developed a single piece of artwork?", "How can we help improve a mediocre artists' skills?", and "How can we express to an artist what we need done, and have them actually do the necessary work, rather than what they want to do?".

More pictures and posts to come!

Trackback address for this post:

This is a captcha-picture. It is used to prevent mass-access by robots.
Please enter the characters from the image above. (case insensitive)

Comments, Trackbacks, Pingbacks:

Comment from: Matro [Visitor] Email
I was just checking the Crystal Space Main page and came across you blog.

Your post on open content in games got my attention, mostly the end on how to get artists. I think it would really help if there were a clear instruction on game work flow to show how assets should be made for games. That is a big road block for many.
PermalinkPermalink 2008-11-06 @ 16:14
Comment from: jwir3 [Visitor] Email · http://www.crystalspace3d.org
Thanks for your input, Matro! I agree, but the problem is that many companies/organizations that use software such as Crystal Space have different work flows, due to the limited staff they possess. I can give an example work flow, but a generalized work flow would be something that we could discuss on this blog and the crystal space forums, and possibly agree on a particular conceptual layout. This would give more people the ability to start out with *something* when they are starting game development.

I'll post an example work flow in my blog.
PermalinkPermalink 2008-11-07 @ 06:52
Comment from: Matro [Visitor] Email
True, you can have many types of work flow based on your needs but here is where your opportunity presents itself.

What I mean is this today's game asset design is really exciting and at the same time very confusing.

Let me explain from the view of an artist I want a high detail model in my mmo and I am only going to use opensource tools Crystal Space, Blender, Inkspace and Gimp. Now here is where many who would attempt get lost. They don't understand that to get a high poly model you need to know how to go through all the steps to bake it to a lo poly version and how to make and use all the texture maps to get the desired effect in the engine.

Oh and if you need to export... and of course you will need to export you just as well shoot yourself as an artist this is how I feel much of the time. And lets not even talk about animations.

Please don't think I am just trying to gripe, I spend a lot of time searching out every instruction and tutorial I can find. And learning as does anyone who really wants to learn.

And I think that Crystal Space and open source would rise to be a force in mmo development if some time was put into seamless pipeline import and export examples.
PermalinkPermalink 2008-11-07 @ 08:35
Comment from: Scott Johnson [Member] Email · http://www.cs.umn.edu/~scottj
You're absolutely right. The thing is that, like commercial development packages and standards, Crystal Space has no control over how Blender's models are kept within Blender itself. Thus, folks need to write importer/exporter tools, which sometimes work, and sometimes don't work, in order to overcome this situation. This is part of the reason why I really like COLLADA - it's a (now) open standard for digital asset interchange (i.e. exporting between objects), and am in the process of developing a method of getting COLLADA format items into Crystal Space.
PermalinkPermalink 2008-11-07 @ 17:30
Comment from: Matro [Visitor] Email
That is good news indeed I have used the collada plugin to get static models into Multiverse another mmo game platform based on axiom ogre, but the plugin does not support animations so I am at a dead end with MV unless I get 3DS or Maya.

I have many times looked at CS but it is at best a mess. I was hopeful for the Blender CS project but it seems it did not get far as you can't find any info on how to set up Blender 2.48 with Crystal Space and I tried many times to get what is offered to work with NO success.

I also looked at Plane Shift as a development platform but I am not much of a programmer so getting the code and learning it will be a big time sink.

That is why I went with Multiverse in the first place they do the code I do the Art (assets).

The sad thing is that Crystal Space code and Plane Shift code make a good team and if someone were to make a bridge for Blender you would have a GREAT Open Source MMO SDK.
PermalinkPermalink 2008-11-07 @ 19:27

Leave a comment:

Your email address will not be displayed on this site.
Your URL will be displayed.

Allowed XHTML tags: <p, ul, ol, li, dl, dt, dd, address, blockquote, ins, del, span, bdo, br, em, strong, dfn, code, samp, kdb, var, cite, abbr, acronym, q, sub, sup, tt, i, b, big, small>
(Line breaks become <br />)
(Set cookies for name, email and url)
(Allow users to contact you through a message form (your email will NOT be displayed.))
This is a captcha-picture. It is used to prevent mass-access by robots.
Please enter the characters from the image above. (case insensitive)

February 2012
Mon Tue Wed Thu Fri Sat Sun
 << <   > >>
    1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29        

Search

Categories

Misc

XML Feeds

What is this?

powered by
b2evolution