Quite some questions.
Quote:
Is their any way we can split up the development of the 3D constructs of major Harnic sites?
Sure, Currently I am doing Falkath.
I would want to do Jedes, Trobridge Inn and Tashal.
Perhaps an Earthmaster site would also be nice.
I think those will keep me bussy, lets say, for the next 20 years?
So anything else is for others open to grab (If it is 'allowed' to reserve those at all).
Quote:
How would we keep consistity between developers?
So, this has to be split in two parts:
artistic consistency:
I think this is probably not possible to achieve.
In real game development this is normally done by creating a design bible with "extensive" pictures collections and definitions,
that show
- typical people (off all social levels and gender in each kingdom),
- buildings (also dependent on kingdom, purpose, and social standing)
- color scemes for each kingdome (an artistic trick to dhave the kingdoms/regions visualy different)
- also schemas for sound and music
- ...
I think you got the idea. But of course that is something that is not achievable.
Nevertheless I would die to have such a set of resources at my disposal.
Currently I try to orient myself on the drawings of our beloved master artist, the Great Richard and common medieval sources.
I have a big library

technical consistency:
Also here some common design specs would help. Examples of this are:
- A common human skeleton defining the bones to share motions,
- all chaarcter must have around 5000 polys and must have a diffuse+specular+normal map,
- a normal house up to 4000 polys ...
Other technical requirements I will address with your next two questions.
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Can a Unity base program import a Harnic site that was developed by another developer?
Ahh, thats an easy one.
Unity has a concept of 'packages'. You could create a package in which all scripts, models, maps and textures for a certain scenario.
You can then export it and someone else can easily import it. A lot of people share scripts or assets in this way (see the Unity forum or the asset store).
I myself have organised my Falkath scenario in (at least) two packages/folders already.
One is for all the reusable generic stuff (a harn common package)
The other contains all the stuff that is specific for Falkath (e.g. the cave)
Quote:
What would be the common format for the sites that the different developers would use?
If all developers would use Unity, then the package-format would be the easiest.
But to be more open to other developers it is sad that there are no official standards in the 3D community.
I would suggest FBX for models, FBX/BVH for motion, PNG or Photoshop files for textures and wav/mp3 for audio.
Those are the formats understood by nearly all DCC programs.
So what are you up to, if I may ask? Now that you have raised my curiosity
