tokumaru wrote:
If you can't find spriters for an actual project, good luck finding anyone interested in making generic graphics that won't even be used in finished games.
I'm making one right now. Anything that helps boost confidence and lightens a programmer's load as he tries to chizel out the basic essentials of his project sounds like a good idea to me.
tokumaru wrote:
Also, the art has to be minimally related to the concept of the project, you just just pick anything. I don't know where you guys got the idea that your prototypes will look better using generic art. Think about it, after 2 or 3 developers use the same tiles they'll loose all their appeal, and no artist will find projects using them interesting at all. If anything projects will actually start to look duller and duller.
I don't think that's true; theoretically, the placeholders will only be used while the basic backbone of the project is being formed. Once the project moves farther along in development, the placeholders ideally would be replaced with more official graphics.
tokumaru wrote:
You get the interest of artists with game mechanics, not graphics. Graphics don't impress good artists, they know how to make them!
Exactly, but before the game mechanics are fleshed completely out to the point where artists would want to draw for the game, it still helps if there's some kind of visual representation, since artists likely won't be able to understand how a game works, just by looking at raw code and not seeing it in action.
tokumaru wrote:
Also, I'm sure many artists like the challenge of making terrible art good. When I see bad art I have an urge to draw my own version just to see how much better I can do. So if other artists are anything like I am, you even have more chances of getting their interest if your art is bad, as long as the gameplay is polished enough.
Ah, that's actually pretty cool, have you ever shown any authors your version of their graphics, and then had them use it?