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Originally posted by druber:
**that said, for a non-beta tester, what kind of work could i do to start creating a game for coldstone without knowing much info? i'm not trying to wheedle out info that should be kept quiet. but for people who already have a team assembled and want to get crackin, things like terrain mapping, tiling, etc.
what kind of graphics work do y'all think can be done without having coldstone in hand?
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I think I just might start a "What can I do until Coldstone is released?" FAQ. Additions are welcome.
You should have your plot FINISHED. When a film crew is producing a movie, they don't have to deal with the scriptwriter coming back and saying, "hey, we have to do these three scenes over again, sorry guys," because it's a tremendous waste of time and money. For the independant game designer, it is simply a waste of your most valuable resource: time.
I personally found that doing character design and plotwriting at the same time worked well. Others may not.
Once you've got your plot done, make out a list of things that need to be designed in detail: characters, places, spells, monsters, bad guys, etc. This way you can know, for example, that you have exactly twenty-five areas to design in detail, and you need to detail out twelve solid characters, good and bad. You don't need these details necessarily, just a quantity, as if you were filling out a purchase order, "OK, I need 403 different monsters, the power of which lies on a general bell-curve."
Again, I found it best to figure out my areas and monster quantities in detail. You can leave room for the addition of a monster or two, and minor tweaking, but having a list of everything you need to do is tremendously helpful, believe me.
Decide if you want music for your game. If so, are you going to write it, hire it out to a musician, or find some stuff you like and ask if you're going to use it.
You're also going to need sound effects, unless you want to limit yourself to whatever ships with Coldstone.
If you are doing your own artwork you can begin the monumental task of actually producing it. At the very least, you should have your art direction down pat. What is art direction? Style, animating principles, how to do cutscenes, etc. Make up your mind whether your characters are going to be limited in detail and animation (like Exile/Avernum, Realmz, Final Fantasy I-VI, etc), or well-animated (Fallout, later FF games). Animating takes a lot of time and effort (again, trust me, I know).
I'll see what info can be released about sprite formatting, but for now, you should have as much artwork as possible (land, objects, people, monsters) in as far of a stage as you can take it without actually making the sprite. For me, this would be have things modelled, textured, posed, and animated in my 3D program. Since I don't know how you're making the artwork, I can't offer any additional advice.
And that's all for now, I've got to get back to working on my game.
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People who claim the sky is falling obviously aren't aware the earth is falling, too.