Hey Guys,
Im starting a new project and I really want to start it off properly this time and advice i have heard is to plan out the level and assets needed, im kind of half way there but struggling on what to put down so that i can get to work... or should i just stay with what i have and trojan through the assets one by one?
here is my level blocked out in ue4:
i also have a screenshot of my excel asset list, is this the extent of planning i need or would people do it differently?
its all a bit messy to me but to neaten it up will take time, time maybe i should be using for actually creating the assets?
Another thing i needed to look at was which bits should be modular and which bits are hero assets, i think perhaps they could all use some kind of tileable texture though but im not sure at this stage
Replies
https://en.wikipedia.org/wiki/Analysis_paralysis
BUT - I notice you've got the buildings listed as one asset. You probably shouldn't do this. Make the buildings in pieces (windows, quoins, gutters, bricks) and then assemble them from there.
basically whats gonna happen is your gonna learn a lot of new things that you want to apply to the first assets you made, and now you have the power of hindsight thats gonna help you re-plan everything with a munch clearer sense of direction.
the sooner you embrace this the better, it will help you relax since you know you’ll have to redo it later on anyway =P
Got nothing more to add except chill out. Re-editing and optimising as your project progresses is all part-'n'-parcel of game development, something I've personally only come too realise myself.
So go with the flow bro
sounds like hallmark bullshit, but i assure you it's not. take it at face value, no deeper meaning, but its also not to be ignored.
good luck and stay on track
thanks for your comments, i know in the back of my head that your right i just need to put thought into action now!
aha i looked up the analysis paralysis sprunghunt and its definately what i do and end up procrastinating for pretty much anything in life! probably wont read into it too much or i might end up over-analyzing my over-analysis! haha
so i shall just start on one asset, guess it doesnt matter which and keep grinding! i might make a progress blog too to force myself to show progress at the end of each day
Thanks again for your help
Do what youre doing but now make sure the lighting is set up the way you want. Don't leave that until the end.
After the lighting make temporary props. Like block out props, not cubes like your image, more like "almost there" but not unwrapped or anything. Get the shape down.
After a while you'll poke around with the map and move objects, cut out a few, and then decide based on the lighting and arrangement which props need more attention and detail, etc.
Since some people say do one object first, maybe that's their (and your) way of doing it, but for me it makes no sense to make one small object first. I don't have a ton of experience professionally but the company I worked for did as I described and I never realized how perfect that method is.
You can have the shittiest textures and semi shit models, but with the right lighting/mood, arrangement, theme, it will still look good for half the amount of time as doing every small prop 10000%.