Ambrosia Garden Archive
    • work flow


      Hello, all.

      Another newbie here... I've installed ColdStone, printed a copy of the user manual, and I plan to read the manual three times, then sit in front of the computer; manual in lap, then go to work.

      At least thats how I've managed to learn various 3d software packages in the past.

      Having skimmed through the initial pages, 1 question keeps nagging me.

      Once every part of ColdStone is understood, what's the work flow?

      Do I create the background in Bryce/photoshop, then create my characters (poser or lightwave), then do the buildings, etc... then do the music score...having done all of the above, do I then compile what I've created in other programs, using the Coldstone engine?

      I'd like to know the work flow of fellow creators currently using Coldstone. Like what did you do first, second...

      Thanks

      Edward

      p.s. I know I'll develop my own flow, but at this stage of the game; for me at least, it just feels important to know how others are going about creating games with CS. The reason being, is that I just can't conceptualize where to start. Don't mean to sound stupid, and please forgive me if this question has been asked and answered a thousand times.

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    • Quote

      Originally posted by winter:
      Once every part of ColdStone is understood, what's the work flow?

      Hi winter, welcome to the boards.

      First I would like to say that with the manual which is provided I'm not sure you will understand every part of Coldstone, I certainly didn't! I learned much more searching the board here and posting questions when I got stuck.

      The work flow is, I'm sure, a matter of personal preference and I'm also sure that there are many possible approaches which will work. As a guide, this is one such:

      1. Start by writing down your story outline or at least have it firmly in your mind.

      2. Create the characters who populate your world.

      3. Make the items they will use.

      4. Construct a map to start putting some of what you have done into your world.

      5. Go back and put some flesh on the bones of your characters by adding dialogue and actions (read events). This will require setting up some globals/conditionals to keep track of when events should happen.

      6. Make sure you have all the elements necessary before you build a release of the game to test. The tutorial has a flaw which would have you build a release too soon. (There are several threads here which will point you in the right direction on this subject.)

      That's about it. The nice thing is that you can always go back and adjust things as ideas flow. Good luck and have fun. ~RD

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
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    • 1st i snapped many shots of POG, gta 2, snes zelda, starcraft, warcraft 2 and 3, diablo 1 and 2, graal, diemos rising, postal and wingnuts. i then looked at all these snaps, trying to figure out what would work good for my game in the two different parts, what would look good, what would allow a good reaction time, how hard graphics would be to make, how big they would be etc.

      i started off making every single vehicle 1st, comparing them to eachother to maintain sizes i wanted, then after completing almost every vehicle with the exception of about......5, i started on making terrain.

      started just trying to make tiles out of nothing in photoshop. got dirt, got water, got gravel, got sand, got different colors of them. then started buildings and everything you find around enemy camp.

      right about here i fleshed out the points in the story. i had no real clue what it wwas going to be about till this point. a general idea of gameplay, looks etc yes, story no. so i worked out a beginging, about 3 flash points, which i consider times the story sticks out in a big way with something major happening, then i worked out the end. just the general idea of connect the dots in which the story would move from point to point , but i hadnt done any dialog yet.

      then i started on people and indoor structures, THEN i finally went back and started animations aka mulitple movement sets, explosions etc. now since my characters were so small, there was no need to figure out what they would look like before hand. i had a basic idea of the gear and there was no way you could see faces, skin color, hair etc from a top down with hats and helmets.

      right now while my friend does his magic in coldstone and we work out smoothness of gameplay i finally started doing dialog, which lends itself to which scenes need cutscene art and which ones just need some general pictures or maps etc.

      on the side of developing the personal look of the game, aka the cyharacters you get to know, im still working on some animations, ive also added in more terrain and a few more enemies and the story has been fleshed some more.

      so at the end i have about 30% of the game left, juggling many things at once. once i start on a section of the game, like terrain or animation, i like to keep going. i dont like to have to comeback and remaster my streamed workflow or figure out where to pick up. so in the end is a lot of manual art, comic type coloring, dialog and animations capped off with some add ins of recent ideas etc.

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      (url="http://"http://www.redknightentertainment.com/rkewerks/htmlrke/rkeresourceMAIN.html")Coldstone Links For - Art, 3D, Animation, Audio/Video, Backup, Notes, Maintenance, Problem Solving, Tips and tricks.(/url) Morvera ner Morden

    • Thanx, RD & DJ

      That's what I was looking for... a general road map of how and where to begin. While reading the manual, I couldn't stop thinking about what to do first. Know I can just focus on learning CS.

      Again, thanx a thousand times.

      Edward

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