Настроение: | contemplative |
Музыка: | Glenn Stafford - No Matter The Cost |
Entry tags: | gamedev |
Regarding "placeholder sprites"
Haters accuse me of using placeholders.
Well, even if I had money, I first need solid technical requirements.
I.e. buildings dimensions and architectural style.
These requirements are dictated by the gameplay and setting.
So until I have gameplay fully implemented, I can do any final art.
Still it is useful to have placeholders for general direction.
I.e. if I will be able to have that many floors/windows/doors.
And what kind of interior strucutre the building will have.
Regarding setting. Take the temple graphics for example.
It depends on the ovral city style, the temple purpose,
as well as the gods the characters worship.
In my case the locals worship some monstrosities,
that pass as gods. That is to reflect reality, where
dumb niggers worship the bloodthirsty abrahamic god.
These kind of entities is well depicted by by AI,
which is always good at generating deformed crap.
So obviously the temple purpose is human baby sacrifices,
therefore the interior needs a palce for altar or burning
stove to incinerate babies.
Now the requirement for babies needs them to be present.
Either in enemy cities or outside settlements.
So yeah, game art is really a functional thing,
whose only purpose it to support the gameplay.
That is something AAA publishers ignore,
making interactive movies instead,
where they bolt action gameplay on top of
a irrelevant story,
But yeah, I will need to pay artists at one point,
after I get precise requirements and art style.
Because given any freedom artists create crap,
just like AI:
https://en.wikipedia.org/wiki/Artist%27s_Shit
In my perfect world artists should be machines,
following precise art direction.
Hopefully one day AI will be able to do that.