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Plan for Brian Jones
Plan for Brian Jones
| Name: | Brian Jones | ![]() |
|---|---|---|
| Date Posted: | Jul 15, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Brian Jones |
Blog post
It seems my long .plan I typed the other day never made it out of the moderation queue. Not that it's all that interesting, but it's reflected on my website at http://www.mojobojo.com
I decided to start taking an abstract approach to character and object creation for my up and coming side title that doesn't really exist yet. The following are my character models:





And a palm tree:

I came to a few conclusions doing this:
a) Abstract art is pretty cool. As an Art Major I appreciate it. On the other hand, it's sad that as an Art Major this is about as good as it gets for me too.
b) I can always replace this art with better art later.
c) I still have to make a few hundred more objects to meet what I envisioned.
d) Even if this is a 'small' project, it's still pretty dang big.
My goal (for the moment) is to start modelling an RPG. I want to keep it basic at first, and move on into more complex ideas as I get more comfortable with what I am even doing. I intend to use the Torque2d engine, which I aquired just recently.
Unfortunately I am putting the TGE on the shelf for awhile. In two months I will be in Japan on exchange for a year, and in that time I have to finish coding some additional modules for a side-project work order system I had written earlier this year. However, I may find that not working while in Japan gives me plenty of free time to refocus my efforts.
Lastly, in regards to work my coworker and I implemented a PHP application model that combines our existing PHP framework we wrote over the last year, and merges it with something along the lines of the Ruby on Rails MCV model. The different between Ruby on Rails ActiveRecord implentation, and our backend implementation is the fact that they use a Per Hierarchy model, and we use a Per Class Model. However, we wrote an interface to our Controllers that can accomodate both. We were aware of Cake (a PHP Ruby on Rails clone), and it's code is probably 100x's fancier, but unfortunately we can just throw a new paradigm into place after all the work we've done.
And that is that.
I decided to start taking an abstract approach to character and object creation for my up and coming side title that doesn't really exist yet. The following are my character models:





And a palm tree:

I came to a few conclusions doing this:
a) Abstract art is pretty cool. As an Art Major I appreciate it. On the other hand, it's sad that as an Art Major this is about as good as it gets for me too.
b) I can always replace this art with better art later.
c) I still have to make a few hundred more objects to meet what I envisioned.
d) Even if this is a 'small' project, it's still pretty dang big.
My goal (for the moment) is to start modelling an RPG. I want to keep it basic at first, and move on into more complex ideas as I get more comfortable with what I am even doing. I intend to use the Torque2d engine, which I aquired just recently.
Unfortunately I am putting the TGE on the shelf for awhile. In two months I will be in Japan on exchange for a year, and in that time I have to finish coding some additional modules for a side-project work order system I had written earlier this year. However, I may find that not working while in Japan gives me plenty of free time to refocus my efforts.
Lastly, in regards to work my coworker and I implemented a PHP application model that combines our existing PHP framework we wrote over the last year, and merges it with something along the lines of the Ruby on Rails MCV model. The different between Ruby on Rails ActiveRecord implentation, and our backend implementation is the fact that they use a Per Hierarchy model, and we use a Per Class Model. However, we wrote an interface to our Controllers that can accomodate both. We were aware of Cake (a PHP Ruby on Rails clone), and it's code is probably 100x's fancier, but unfortunately we can just throw a new paradigm into place after all the work we've done.
And that is that.
Recent Blog Posts
| List: | 11/15/06 - Historical Quotes 08/26/06 - Fractal World Generation 07/25/06 - Python, Finals, Future 06/25/06 - Mind Facet (web software) 06/13/06 - Life without a Plan 01/10/06 - Level Based For Profit Open Source 11/06/05 - Plan for Brian Jones 10/14/05 - Plan for Brian Jones |
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Submit your own resources!| Greg Berkhof (Jul 15, 2005 at 05:49 GMT) |
| Stefan Lundmark (Jul 15, 2005 at 10:28 GMT) |
| Josh Williams (Jul 15, 2005 at 16:24 GMT) |
| Brian Jones (Jul 15, 2005 at 17:37 GMT) |
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