Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Reviewing the available categories #108

Open
akien-mga opened this issue Jul 18, 2017 · 10 comments
Open

Reviewing the available categories #108

akien-mga opened this issue Jul 18, 2017 · 10 comments

Comments

@akien-mga
Copy link
Member

I was already unconvinced when we defined them, and practice has shown that they are not clear to end users either.

Here's the list of our current categories (https://github.com/godotengine/asset-library/blob/524892a5fdb107d198498c7cdee76a157c4e063c/data/sqldump.sql#L91-L101), together with their actual use case in the assetlib (as understood by its users, browse by category here: https://godotengine.org/asset-library/asset):

  • 2D Tools: 18 items, contains mainly plugins either for assets pipeline (Tiled, asset dropper), custom node types (CircularContainer, Arrows), or scripts (RTS camera). Also some shaders (blackhole effect, CRT) --> aka "everything 2D2
  • 3D Tools: 10 items. contains 3D plugins (terrain editors, VR stuff)
  • Shaders: 3 items
  • Materials: 0 item
  • Tools: 18 items, mostly editor plugins that are not 2D or 3D-bound, like Git or Hg integration, unit tests, FSM, dialog tools), though also some 2D and 3D plugins (vehicle controller 2D, atlas importer, aseprite import)
  • Scripts: 12 items, many FPS controllers, more FSM stuff
  • Misc: 2 items, editor plugins (project time tracker) or themes (arc dark theme)
  • Templates: 1 item (Flappy Godot)
  • Projects: 5 items, example games/demos, one relatively advanced/finished (Minilens)
  • Demos: 1 item (Minesweeper)

All in all it's pretty obvious that the current categories don't work. We need to think of a better classification where we could sort the existing 70 items.

@groud
Copy link
Member

groud commented Jul 18, 2017

In my opinion, using only categories is complicated. A tag system should be better.

@akien-mga
Copy link
Member Author

That's a good point. Maybe use only broad categories for the actual asset type (e.g. Plugin, Asset (can be a shader, a material, an audio file, a script, etc.), Projects) and handle the rest with tags.

@groud
Copy link
Member

groud commented Jul 18, 2017

I totally agree with that:

  • we keep a generic "ressource type" categorization, with enough granularity to cover all cases.
  • we use tags to categorize their use: 2D/3D, UI...

The aim should be to split the "what" and the "why"

@groud
Copy link
Member

groud commented Jul 19, 2017

BTW, we also need a godot version field. This would enable filtering according to the godot version.

@bojidar-bg
Copy link
Contributor

Would be nice if we get this sorted out before Godot 3.0 release 😃

A tag system would be relatively easy to do (I hope), though searching by tags might be a bit more complicated.

@mhilbrunner
Copy link
Member

mhilbrunner commented Dec 22, 2017

Seeing as we are nearing 3.0 release, we could maybe clean up the categories in a way that would complement adding tags at a later point?

Suggestions:

  • New ctageory: Nodes
    Reason: Godot is all about nodes, so this for custom nodes, and fits tags like "UI" later on
  • New category: Assets
    Reason: Place for 2D/3D assets (textures, models, etc.), could use tags like 2D, 3D later on
  • Merge "Demos" and "Projects" into "Projects"
    Reason: "Demos" can be seen as example "Projects", and there aren't enough to warrant own categories for both
  • Merge "Shaders" and "Materials" into "Shaders"
    Reason: As above, one is a more specific sub-thing of the other, and there currently aren't enough to warrant two categories

Later on, if tags are added:

  • Merge "2D tools" and "3D tools" into "tools" (with 2D+3D tags being available)

@menip
Copy link

menip commented Jun 3, 2019

I like that Category/Tag mixed approach. As I said in godotengine/godot#29389, it would be nice to have a "Theme" category, or with the tags system, a tag.

@menip
Copy link

menip commented Sep 10, 2020

Could we take care of this before 4.0 release?

@Calinou
Copy link
Member

Calinou commented Sep 11, 2020

@menip We can perform category changes when deploying the asset library rewrite. Also, the new asset library has a free-form tag system which makes categories less important.

@MrMinimal
Copy link

I have also been looking for a place to share my 3d models, sound assets etc. in a Godot-ready format.

@mhilbrunner's approach to having a tag/category specifically for assets would go a long way.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

7 participants