Showing posts with label user interface. Show all posts
Showing posts with label user interface. Show all posts

Saturday, June 2, 2012

What's my name? Java Development

For the past six months or so, I have just basically been trying to learn to code in Java. I have done the occasional upload of artwork to sourceforge as well. But mostly I have decided to focus on learning Java really well so I can modify the new crossfire java client enough to work with the wograld server. For those who don't know, Wograld originally forked from the crossfire code. Since then the projects have gone in different directions. Crossfire has the same bad game play and artwork and while fixing some bugs, while wograld fixed some ugly artwork and game play while adding new bugs and keeping only the awful messed up x11 client. That is the brutally honest assessment anyway. I understand that user interface developers are the best of the best in the world, and that you could search endlessly to find one who can make such a thing. While I can do the basic hello world, and have been learning some object oriented and graphical user interface, my knowledge isn't quite up to the level to comprehend the entirety of the crossfire jxclient code base yet.

Wednesday, December 28, 2011

Java User Interface Development Woes

What is holding up the project? The User Interface development. The real problem is none of the project team members want to do it. I've written my share of hello world in Java, I even made some bad graphical applications with it in netbeans, but figuring out how to put the user interface in game together has proven to be more of a challenge than that. I looked at the Java User Interface for crossfire. It has all these folders and stuff. I don't know what all those files do and I'm having a hard time following the code to figure out what I need to change to make it work with Wograld.

Crossfire has had several revisions since Wograld split off from it. Wograld has also had several revisions since that time, so it would consist of changing the things that are different so it works with wograld. One thing, is I don't have a metaserver. I would find it difficult to justify having a metaserver when no one wants to play a buggy pre-alpha with missing artwork and most of the awful crossfire gameplay (I mean there is a reason that usually I never see more than four players logged onto crossfire right?)
I don't think the game is even really ready for alpha yet with the amount of user interface work that needs to be done.

I've considered trying to recruit project team members again, but until its really playable, that just seems like a dead end. After all, no matter how good of an artist you are, programmers do not want to work on your game until you show them the code compiling and running with a nice user interface. I hate how programers make artists feel like they are less important. If programmers cared more about artists and what they want maybe we would not still be having these stupid debates about intellectual property and artists would be making money on free culture works all over the place. Sorry, I've been getting into a rant, but its the end of the year and I hoped that the Java User Interface would be done by now.

Wednesday, July 6, 2011

Top Ten reasons not to play Wograld right now

Most people go about promoting their games, saying how great they are, only to be disappointed by bugs and poor game play, as well as bad "programmer art" I on the other hand, will beg and plead with you do not go to the cvs, download wograld, try to compile and run it, and worse yet, try to actually play it. I will give you ten reasons that even though the code is right there, you should not touch it, compile it, run it, or even look at it.

10. Its only been tested on Linux... trying it on the windows system like enough said.


9. You have to follow the admin install directions, if you are the sort of person who is reading this and doing it anyway, even though I said not to , you are not a person who follows directions, so you are not going to do well with getting it set up so it works.


8. Missing artwork. There is only one character class and race that shows artwork in game, otherwise you will be playing an invisible character.


7. Same poor game play as crossfire, only with some missing artwork, so you won't even know what killed you half the time. If you want crossfire, just go play it, but why would you considering how awful it really is.


6. No permanent server set up, how fun is it really going to be playing with yourself...


5. You have to play as root or it won't save your character, or you have to change the permissions on some folders.


4. Did I mention the bad game play, lets go into detail, one hit killed as a newbie sorcerer with a swinging door. Should sorcerers really be that frail? No freaking way!


3.Level system, and experience loss when you die, you lose stats too, so you can get worse than a newb fast.


2. You don't have to die to lose stats and experience, fighting certain monsters will also do this.


1. Ta Da, the number one reason not to play Wograld right now... The user interface is really bad. You won't be able to figure it out. It is ugly, has buttons that do nothing, and no way to know what macros you have easily.

Wednesday, June 29, 2011

Iso Crossfire

I've been working on the artwork quite a bit. I recently uploaded some new marble tiles. I also went and made a whole bunch of chairs a couple days ago. I will be finishing them from the other reversed perspective and uploading them soon. I also worked some on the classes.

I always hated the fact that it feels like I am working on iso-crossfire, and not the Wograld project that I really want. This game has my new graphics, and a new, yet lousy, user interface. Yet I can't help feeling like I am only playing crossfire in 45 degree isometric. That is because none of the game mechanics have changed including ones I hate, such a experience loss, dying from getting hit with a normal swinging wooden door, stat loss diseases everywhere, and a combat system that seem to consist of run into things and watch them die. At least they die relatively quickly compared to some boring games, so you get a chance to go through the exciting loot.

Well, horror of horrors, my wonderful lead developer actually likes that something like iso-crossfire exists. So before we fix any of the glaring game mechanic problems, take out the extra races from the start area and add a male/female of each of orc, human elf and undead, we have to trudge through and actually fork our own project into a useless, unremarkable, not in demand game. After all, if I really wanted to play crossfire, I would just play it, and not this abomination, halfway between crossfire and Wograld with missing graphics.

I'm not quite sure what is the point of useless sourceforge projects and dead branches. Frankly, I think it is a waste of disk space. After all, given a choice between Wograld and iso-crossfire, I would gladly chose Wograld. In fact, for years thinking about how I would actually have to play test some of my changes using the horrid Crossfire kept me from working more on Wograld.

Developers arn't easy to come by though, so if he wants to waste some time forking the project so what. I wonder if that is what will happen to most game projects eventually, there will be the number of game projects >= the number of game developers on the project with all the forks.
Happy forking and fork you!

Wednesday, May 25, 2011

Fixxed the Segfaults... BUT

Well, the segfaults are fixed. At least I think they are as fixed as a cat after neutering. As fixed as a eunuch programmer (like instead of a unix programmer with the stereotypical neck-beard)
Anyway, enough with the stupid puns. The user interface for the map editor still sucks dangling donkey parts. You still can't click on things in the pick maps and expect them to show up in the object window of the map-editor. The co-ordinates are all off. Furthermore, all the items in the pick-maps do not display properly. I tried messing with them again a couple days ago.
Instead of fixing the user interface however, my wonderful lead programmer decides to add a bunch of stuff that is in the wrong perspective and the wrong size, into the cvs arch folder. These new arches are from other crossfire forks. I told him he does not need to do that. When I saw what he was starting to do, I got horrified. Except he doesn't use the cvs add command. Now his folder is littered up with a bunch of ? marks in front of the new arches. He really should not have done that. Only one more day until my other programmer comes back from vacation. Then we really won't get any work done because she will be too busy obsessing on cleaning and telling our lead programmer what a lousy job he does wiping the floor and taking out the trash.


I started working on my web comic again and making new 45 degree 64x64 and 64x128 tile objects that we can hopefully add once lead programmer stops trying to add stupid arches and fixes the map editor bugs.


I recently read about something called "programmer art". Apparently programmer art is when programmers do quick and dirty artwork to make demos of some software project. It looks really bad like they can't draw. In most cases, they probably can't, but it is more of a case they don't care how bad it looks. Our project suffers from the opposite problem. I feel like we have a lot of artist code. Code that is just in there to show off the awesomeness of our artwork. It seems like no one on this project really wants to work on the code, and would rather be doing art. You can't play a computer game without the code, however.

Thursday, May 5, 2011

Who's Fault? Segfault

Sometimes I just get so frustrated with this project. I have been looking at the segfaults and trying to find out what is causing them. Just because I know what some x11 functions do, does not mean I have figured out how to fix the segfault errors. serpentshard fixed some of the other crash bugs, but the editor still looks as awful as ever. We never managed to change it so that it would allow you to select the proper area on the screen. The areas you select and input tiles into are still from the old maps. So, although it displays the new tile sets, when you click on them, it is mapped to the old way that things used to be arranged. I don't know how to describe it exactly. So, basically, it looks okay, but it acts like the tiles are still the old 32X32 square tiles.


Well, actually, if you want to see, just download the server with the map editor, wogedit from today's date or a bit earlier and see what I am complaining about her on the blog. If we could have fixed the tiles to begin with, we would not have this problem. I don't know why fixing it in the map editor became so hard. It just did.
I am not sure if the any of the segfaults are directly related to the major display user-interface problem that I described. Actually, one of them is not. If you left click in a box on the top of the editor. When you are over a tile, there is a top part of the editor that displays what is on the tile you clicked. (of course it maps the wrong tile) Then it segfaults on you. That is not nice. But it is what we are stuck with until we can figure out how to fix the code bugs. No one else wants to look at our buggy code, so we are stuck fixing it ourselves. I had thought that open source meant you could get better programmers to do you dirty work like fix major bugs, but I guess that is not how it works. Maybe my essay about keyboard monkeys seems a little naive now.

Wednesday, April 13, 2011

Athena Widget Internet Hunt

My lead programmer decided he would prefer to work on the client user interface, so I decided I would take the other track, the map editor. The map editor is ancient, and uses the X11 Athena Widget set, otherwise lovingly known as Xaw. For those who do not know, X11 has a series of books, volumes 0-8. We have most of the books, but apparently there were two additions of Volume 4, xtoolkitintrinsics. There was the "standard" or rather not so standard edition, last published in 1993, using the Athena Widget set, and the the Motif edition. As you should all know, Motif itself is non-free software. Apparently there are other editions of motif, but that is besides the point, because the ancient crossedit crossfire map editor was written using Athena Widgets, so I wanted to understand how it was put together.


While doing a total re-write using gtk or something would probably be a good idea. I have never used gtk, so I would have no idea where to start, while the wogedit map-editor, is already part way writen. It just needs some tweaking to display tiles properly. So many games do not have map editors even when they should, that I feel a poorly written editor with a bad user interface is much better than none at all.


So, anyway, I spent all of yesterday searching the internet for clues as to where the example problems for the Standard Volume Four, X11 book could be found. I already managed to get a pdf edition (uploaded by the publisher) of the book here. http://www.archive.org/details/xtoolkitintrinsic04nyemiss


The more into the book I read, the more I wanted the example problems already coded for me so I would not have to waste hours of time typing them in wrong. That is actually what took the whole day. I asked on Freenode, the xorg chat channel. Someone commented that they hoped that the code examples were lost along with all interest in that ancient version of ancient X11 widgets.


Unfortunately, it is too late for that, I have an X11 Athena Widget obsession, and I managed to find the example code right here. http://examples.oreilly.com/9781565920132/
Be sure to download xtprog4.tar.Z for the Athena Widget book examples. You can unpack it using the regular tar command.


Admittedly, I wonder sometimes what the Goddess Athena thinks of having her name tacked to an obsolete X11 Widget set.

Wednesday, March 9, 2011

Bug hunting, the continuing story of gdb

Finding the bugs and using gdb is not so simple as it first seemed. First I tried to compile all those files with the -g option, but even after asking around, I could not get it to give me the exact line in the program where I was getting the segfault error. The lead programmer had not made any progress with it for several months. He is useless now, it seems, so I will have to do something I have never done before, find the bugs in wogedit, and fix them myself.
I ran some x11 tutorials in gdb. They work great, and gdb gives me the line number when I introduce bugs (I quickly found a way to add a segmentation fault bug to the x11 tutorial) . So it seems I am stuck looking at flags in the makefiles. For some reason, the flag FFLAGS, a flag that is supposed to be for the fortran compiler is where my -g flag is showing up. I thought it would give me the c flags instead, but it does not seem to be doing that. I wonder why the makefiles include it. I know this project still has strange bits of code I have not looked at yet, but as far as I know, it does not use any fortran. I don't even think I have this F77 compiler installed on my machine. I don't know anyone who uses fortran for anything nowadays.
So, I am reading up on autoconf, automake, and make in hopes that I can solve this mystery before I die of old age.

Monday, May 3, 2010

Script Frenzy and Perl

What did I do with the month of April? I decided to just work on the quest dialog for Script Frenzy.. I figured some time to get out 100 pages of dialog would help me with the writing of the quest engine. I did get my 100 pages of dialog, but it was really hard and only managed to finish on the last day of the month. I do other things other than just work on the project, like sleep and eat and go to the bathroom. I really don't remember how I spent the rest of march, however. I can not say I ended up working on the project all that much, but probably I continued to work on the shell script. Of course, I thought that going to the libre planet conference would help my project more than it actually did. I am still having trouble finding people who want to commit the kind of time and effort this project needs to get finished before we all die of old age.

Starting yesterday night, I decided to go through all the files in the project and figure out what ever it is that they are for. In the server/utils folder is a bunch of perl scripts I did not write. I am not even sure we need some of them in that folder. I have decided to learn perl so I can figure out what they are used for. I know there are some that need to be used every time you add arches. I feel that running a server is an ordeal in itself, just figuring out how to use the software is not as easy as I hoped it would be.

Monday, March 1, 2010

Evil Microsoft Windows Development

Yesterday I was thinking about something. I was wondering if I might get more people involved with a windows client and server. I don't have any windows later than 98SE though to test anything on. I was wondering if someone who already has windows (I would not want anyone buying or pirating ms windows just for this if they don't already have it, since you can just test and run the program on its native linux/unix anyway.) I found out about cygwin. http://www.cygwin.com/ How, supposevily, you can take any open source application written for unix and compile and run it on windows. I wonder how the performance compares to that of Linux. I have no idea (Linux performance is not what it should be either, but that is because we need to find a more efficent way to draw the tiles with out getting into requiring 3d drivers or dependency hunt, I am thinking either lower res graphics or if someone could redo the x11 client code.

The other thing I keep wondering is what do people really prefer in a user interface. I started to think people might like drag and drop, but most serious gamers just use macros anyway when they can get away with it, as drag and drop is too time consuming, so in that sense, maybe the User Interface is good how it is.

Saturday, February 13, 2010

User Interface Progress

The new User interface code is being worked on, but still not ready to be committed to the cvs. It takes a while to figure out what all the things in x11 do to allow user interface options to occur. Serpentshard has already go the code going that opens and closes the buttons. It was suggested by several people to make the game take up the whole screen, and then have the windows pop over it rather than just having it take up 2/3 of the screen like I currently show in the mockup on the forums. I like this idea, but not being much of a programmer myself, I am not sure how that would be to implement. I know that some things are very hard to program.

One time I thought I would work on a voice recognition system for elderly people with dementia, so they would have a system that would talk to them and constantly answer the repetitive questions that they ask. But the software I tried would not even compile or run on my computer, so I realized I was in way over my head with the voice recognition thing. At least with this project I have been able to make progress.

Anyway, I am amazed at what the x11 libraries are capable of so far from what I have seen. I did not know it could do all that because I had not seen any prior programs written that had those features like that. The only thing missing so far is the custom widgets that I want to put in, such as my own buttons, and ideally my own scrollbars and containors. Basically, I want the custom artwork like most good looking games have that I am currently working on making now.

Sunday, January 24, 2010

Code Documentation

Several people have complained that the crossfire code (and as a result the Wograld project) has poorly documented code. I realized how the functions could be much worse than they are and how the comments could be much less descriptive. The variables could be renamed so what is named monster stats is actually something like player alchemy skill or some equality inappropriate and confusing variable names. I have been reading through several of the code files. I know it is going to take me a while to get through them all.

Also, I need to finish making the graphics for the various bits of the user interface, all tweleve buttons, chat log, quest log, combat log, character stats, character skills, looting, inventory, paperdoll, macros, options, automap, party. I am still not sure how to make the x11 give the program the look of my artist view of what the game should look like.

Friday, January 8, 2010

User Interface design

User interface design is, IMHO one of the most important parts of designing any sort of software. Without a user interface, the user can not use the software in any meaningful manner. For command line tools, just having a syntax and an explination of what the various options mean is fine. However, when we get into graphical programs written for end users rather than just sys admins, we need to think a bit differently about what is nesessary. For a long time, there were MUDS, or for the less informed, multi-user dungeons. Basically, these were text based chat games. You would enter a "room" like a chat room, but this room had a description of it. You would define your character, often very much like in a regular role-playing game, but, of course it was all in text, so when the blob hit you for 2 points, you did not see a blob, you did not see a screen, you did not see a character who was slowly losing health. Only the lines of text could tell you what was going on. You had to create the entire picture in your mind, a far more difficult feat than merely reading a book, because, after all, you also had to figure out what to do about the fact that this blob had just hit you for two points.

These early games, in addition to having to imagine the whole thing, also posed problems with the user interface. When you finally killed the blob (unfortunately it was more likely that it killed you), you had to figure out how to loot its corpse. There was no double clicking on that blob on the screen. There was no mouse over, it was all key board. Then you had to figure out how to equip items. There was no drag and drop with the mouse. Even worse, there was generally a lot of reading of instructions before you could get to the actual playing of the game, simply to figure out how you could get out of the forest dead end road. You could not simply move your mouse to an opening in the path, you had to try every direction, where you would get the ominous message "you cannot go that way." and frequently forget what paths you did try.

Today, we have progressed far beyond the need to have an IQ of 200 (and more importantly a lot of patience) to play an mmorpg. A complete newbie can be moving the mouse around, and in seconds, he or she has managed to move the character, equip items, and fight that first battle.

However, crossfire, and thus its fork, Wograld, has a teriable user interface as of right now. (although if you are reading the archieves hopefully this has changed). The windows for stats, inventory,looting (also knowing as walking over floor tiles), chat, and hitting things have taken up most of the screen space, leaving little to see the actual game. Wograld has already improved this over crossfire, giving more screen real estate to the actual game. Yet the problem is that much of these windows need to be closed, that is hidden, so that they are not in the way of playing the game most of the time, except when you need to see them. Also, additional windows need to be added, that can also be minimized into a button in the same fashion, things like buttons for macros, detailed listings of your stats and skills, a quest log, a party screen, a map, detailed chat logs, all need to be made in this manner.

We have started a discussion on the forums about the user interface design, go see it and participate here.

Discussion about Wograld user interface

Wednesday, December 30, 2009

Boost yourself to hell!

Yesterday I got the brilliant (no stupid) idea to try and install licq on my computer. For those who do not know, licq is an instant messageing application that uses the icq protocol. I have an ancient version of mandrake 10.0 on that computer. I figured I would install licq so that I could get in contact with some of my old friends from ultima online if they were still using icq (who uses icq these days? anyone?)

I figured that former Ultima Online players would be in a good position to help me develop this game because I would not have to spend hours upon hours explaining the game design to them. They already know for the most part what features it is supposed to have, so I do not have to go into detail about things like banking, dyeable clothing, skill based systems or most importantly, what features an mmorpg should have that most are lacking (things such as customizable housing and being able to leave items on the ground come to mind)

Anyway, after I installed the pre-requiste boost libraries needed to compile licq, I then went a head and installed licq. It seemed to work fine. I did not message anyone because there were few people on, and I was kind of tired anyway (yes, I have a massive contact list of practically every aquentence I ever had in UO.) I got my whole contact list, and yes, there appeared to be some people online as well. I was pleased, but at the same time disappointed that there were not more people to try and contact. Before I went to bed, I turned the computer off. When I went to boot it into Linux this afternoon, I was left with a terminal login screen an a failure to get the x11 server started. I could login as root (I forgot my user password lol) and look around directories and use commands, but some things just do not work very well in the command line, so I would like my gui back.

The ultimate lesson that can be learned from this is libraries suck, dependency hunt sucks, even if you thought it works, it can just be broke and you won't find out until you reboot your computer. I wonder if I will be able to fix the issue before I die. Also the boost documentation was terriable. I did hardly know what I was doing half the time, and I had to spent a lot more time reading documentation to install it than I would have liked. I feel that the free software community does not appreciate good writers and would not know how to write documentation for stupid libraries (that they should not have anyway) if it bit them.

Tuesday, August 18, 2009

Maps and hunting down bugs.

I finally got the lead programmer to do some work on the project again. Maybe it was because I took away his big bag of chips and soda pop, as well as two certain people being away for a week. Anyway, we finally got the major crash bug fixed. You can now walk around on the scorn map and not crash just because you try to enter places like the scorn school. I heard those areas were never finished even in the original crossfire. I also started working on the graphics again. I have completed an undead lady from four different directions with two frames each to replace the same 8 frames that all crossfire characters have. I also did a few terrain tiles. Map changes are still tedious and the map editor could use some work to fully display the new tiles. It would be nice to have some more help on the project, but I really only need someone who is dedicated since the project requires a lot of getting up to speed, figuring out how the code and maps work etc. Unlike the artwork, the code seems to take a lot of getting up to speed on it, rather than just making things of a certain size and copying them in, and then running some scripts. The directories are still the crossfire directories. It should really have separate directories for wograld. You also have to run the server as root, otherwise it will not have the permission to write to certain folders and you will not be able to save your characters or maps.
The reason the map and editor is so critical to fix, is because I need it working so I can see how my new terrain tiles look before putting them in the game. Not that I have not already done some of this work in the gimp. Also, Wograld is not crossfire. I want it to be a completely different game with different areas and maps.
There are many things I would like to add such as wearable clothing, but I think it is important to get the basics down first, by that I mean things like the menus and maps not crashing when you teleport into them. For some reason, our lead programmer found a bug where if you walk into nevar, it crashes. There is also buffer overflow errors. I don't want to add tons of new features over that kind of serious buggy code.

Monday, May 4, 2009

Local and Global Chat

I received two more of the x11 books today, so now i have 0, 1, 2, 3, 4, 5, 6, and 8. I heard there wasn't a 7, I don't know if thats true though. Hopefully it will have all the information in it I need to begin programming x11. I am tired of using the buggy default C functions scanf and gets, I heard gets is really bad and you shouldn't use it, but that is no reason to pay any attention until something breaks. There is a problem with them that whenever you run a function before using them, it seems to skip over the input getting step. Hopefully I know enough C syntax to begin programming instead of leaving it entirely up to other people like I was doing before.

But what I really want to discuss is local and global chat. I was reading how in Darkfall there is no local chat. That really changes the social dynamic of the game, making it a less social game. Apparently, most of the chat goes on in guild chat. I think just having global chat is too overwhelming, espeacially since there are more than 8 people on the server. I think that if you are in a large crowd and everything you say has to be directed at every single person, it makes you just want to shut up about some things, because you can't really get to know people as individuals, just what ever they chose to broadcast about themselves. It is like if everyone just read blogs and no one ever used email or instant messageing, you wouldn't really get to know people because when you blog, unless you limit it to friends only, you are broadcasting to the whole internet. Maybe that isn't always such a good thing.

Sometimes things are too personal, and you don't want everyone to know them. For instance, on a pvp server, you don't want every pker in a large area to know that you and a couple other people are going to try and hunt kobolds. Then the pks will come and kill your small band, taking your loot away. It would be better if only you and the couple other people in the area heard it. Then you have a chance of having a successful hunt without the gank squad showing up. Now, there is the possibility that your other party member could try and pk you anyway, but that risk is much lower than if the whole server knows what you are up to.

One possiable way to deal with no local chat is to mostly only have guild chat. Guilds are groups that play together. They could find each
other outside of the game on places such as message forums and websites. The problem is that some players new to the game may not even know about the guilds, or even have an idea of what guild would most fit their play style until playing the game a bit. Also, players may fall out with guilds, or wish to form new ones while in game. If you don't have a local chat, it can be hard to get people to met up and decide if they like playing with the other players enough to want to join the guild. Furthermore, some things make sense to happen outside of guilds. It would be like if you only talked with your family members ever, except when you were blogging or something. It would get hard pretty quickly, since you might end up with the warped way of thinking that your family (or guild) has set up. Seeing other people and talking to them one vs one or on a small group basis can do more to change a persons mind about something rather than hearing everything broadcast over the global channels. I would not want all my personal problems broadcast on live tv for everyone to see. Some people might like that, but I doubt the majority of us would want that to go on.

Friday, April 24, 2009

The rest of the X11 books.

Apparently, I am still missing books 1, 6, 7 of the x11 series. The lead programmer just finished with his math grad school final, so he should be getting back into programming again. Hopefully books documenting x11 will make the whole coding project go much faster and not make us feel like we are digging with spoons again.

Why have I decided to go with x11, well for starters, it is what the whole thing is based on. I don't want to learn some half finished library only to find out that it doesn't do what I want anyway. At least I know what x11 does, windowing menus. So I should be able to get a better user interface with windows you can close so they don't take up the whole screen.

I asked him if he could find the books in pdf format. He mentioned that it is not free - licensed stuff for the x11 documentation. Apparently, x11 is such a huge thing that it needed a series of 8, no make that 9 books starting with book 0. I didn't realize that till now. No wonder no one else wanted to get into it and wanted to use useless stuff like python and Lua. Since the books are out of date though, they appear to be fairly cheap, although how well the whole thing will work is another matter, but x11 is supposed to be stable, just like the standard C library, one can hope anyway. The C you use today should be able to be compiled on tomarrows C compilers and not make a whole new update c.01 that is incompatable.

Saturday, April 18, 2009

Updates for the last couple weeks

I have been very bad about updateing this blog the past couple weeks. Our lead programmer did order the X11 books, and will begin workinng on a fix for the menu issue that is shown in the screenshots on the website. I have unfortunatly been busy with a lot of real life stuff that I will not bore you with here.

Suffice to say, I did go to take a look at an art school. Not that I think a lot of formal art training is nessesery to make this game look good or anything like that, but when you have degrees in something then you can thrown your weight around. There are a lot of people in this world that only care about prestiege and letters after your name. Not that any of those types would want to look at or work on this project anyway.

I have to say I was really impressed with the student works. They seem to understand, just like the developers behind World of Warcraft, that the concept is more even more important than the execution. You have to make it appealing. The old "lets try to make everything realism" is dead. You don't just make graphics "better and better" by increasing technical skill, machine hardware demands and realism, like some physics major would like to believe. What is ultimately more important, espeacially in games of this sort, is to communicate a certain feel to the player of the game. Artwork is supposed to evoke emotion, not just try to be a blind copy of something that has been done beforehand by someone else elsewhere.

Eventually, I do plan to have other artists on the project, the look and feel of this game is pretty easy to create for so that I think even a newbie could make good looking tiles. I'm not trying to overdo the shading to make it seem like you just stepped into a photograph. If I was going for that, I would just photograph the stuff I wanted in game rather than waste time drawing it out, cut it, resize and paste it. Why go through all the drawing trouble anyway then?