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Question for Gamedevs: what is important for you when working with asset packs?

A topic by schwarnhild created Jan 19, 2023 Views: 303 Replies: 4
Viewing posts 1 to 4
(1 edit)

Hey everyone 😊


I recently started work on my first 2D asset pack and until now, I have been going about it rather in an intuitive way. That is, I just draw whatever comes to my mind or just things I would like to use in a game myself.

However, I‘m a noob when it comes to making games, so I realize that approach might not be best in the long run 😅

So I‘d love to hear from you:

•what do you think matters most when deciding which asset packs to use in your game (number of assets, consistency, style…)

•what are the most annoying things that happened to you when using asset packs? 

My project is free, but I still want people to enjoy working with it, so I hope you can help me improve and to avoid the worst mistakes

(+1)

personally i like to make my own assets but i recommend asset packs with a lot of different formats also for getting started with game development i recommend javascript/typescript and then try to learn c.

(+1)

Thank you!

(3 edits) (+1)

What matters most for me is flexibility, i.e., how easy or feasible is it for me through some simple edits and tweaks make several customizations used in the game.

This is important for me because I tend to re-use the asset in multiple places, e.g., a 3D sword with several "upgrade" levels.

As for the most annoying thing for me is weird format or packing that makes the asset barely usable, like, exporting images in PSD format, or lack of transparency when we the sprites in question needs transparency, transparency when the sprite style is classic 32bit or less, or unrigged organic 3D models that are not exported in its bind pose (I can rig, but please make it easy for us devs to work on top of it).

Lastly, license is very important for me, I only consider using if it allows commercial use and customization (not for resell ofc).

(+3)

consistency, consistency, consistency.

Consistency in theme and art style.  If I'm looking for urban fantasy assets, I'm not likely to pick up an asset pack that is half urban fantasy and half medieval .

For sounds/music, volume levels should be the same for all samples in the pack.  Yes, I could balance the volume levels myself, but I am, #1 busy coding my engine and, #2 unapologetically lazy.

For sprite sheets, icons, and other graphics assets, consistency in layout on the sheet.  If I have to code more than one routine to get your gfx assets into memory, I'm not going to bother with them.

Next would be value/price.  I'm more likely to look at a small sample pack that I can pick up for a dollar or two.  If I'm impressed by the samples, then I'll look to see if you have any other packs available, and by more willing to spend my money.

But almost as important as all of that, is your presentation.  If the description on you asset page is three words long and devoid of images/sound samples, I'll pass.  You don't have to be eloquent, but do try to be accurate and honest.