heheh victor i take that as a compliment- because i was actually aiming to make the game look like it was 1995 playstation 1 status. You can only put so many models in every scene, or else it starts lagging… Like every scene your striving to get around 15- 20 frames per second (FPS)… Once you have over 100 models in the scene, it starts to slow down to like 10 frames per second which is bad if you want fighting in that scene. Thats why everything has ‘visibility distance’ meaning, it becomes visible at a distance of ‘50’ or whatever, so you only see the objects around you, so the models in the distance dont slow down the game.
For characters and enemys it definitely helps if the models are under way 1,000 polys, and most props should be in the hundreds.
Like i mentioned before, i used a game engine ShiVa, and mainly used maya to make the models, and zbrush to tweak/ texture the models. Now i can spend time perfecting the textures even more, and submit the updated even better looking game.
Modeling/ texturing and animating takes a long time, but the hardest part of the process by far is writing the code. ShiVa is software programming, and it is no joke- writing functions for AI is complicated, and it is very hard to teach someone how to write code from scratch.
I really wish i had more programming experience, because i would love to make a fake 2d side scroller game (fake 2d meaning its actually 3d, but the camera just looks at it from the side) …
Because i would really love to make a game like tomba 2, jumping around, getting special weapons that help you (kind of like an awesome 2d side-scrolling zelda)… So if this game is successful then i will attempt to hire a programmer to help me make the next game, or make a 2nd version of ‘konjos world’