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Kimball

WFG Retired
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Posts posted by Kimball

  1. Oh I see - I added the ability to add downloads, articles and media. Let me know if there's anything else I can do on my end. All I ask is you preserve the integrity of our PR efforts. We worked hard to make sure the profile was unique and stylish, and that the news posts were easy to read and grabbed people's attention. Happy to answer any questions you might have.

  2. I tried passing the ModDB page on to someone but I was never provided their ModDB username. I'll try to check back here for replies, but just in case, could someone email me the current project maintainer's ModDB username?

  3. Not sure whether this was ever shared with the team before, but we had a fairly robust documentation platform in place for this project. http://wiki.sciondevelopment.com/

    The domain expires in February, but if you think you guys can get some usage out of this, I can afford to renew the name and continue maintaining the site. If you're interested, feel free to adapt the content to your current needs; it sounds like the project has come a long way.

    • Like 2
  4. We were actually considering developing special functionality for the fire ship, which would certainly require a bit of programming know-how. Here's some discussion on a couple possible routes we were brainstorming:

    • Fire ships will gradually catch on fire, causing more damage to units within range depending on how long they've been on fire (i.e. how big the fire is).
    • Any object within one tile of the fire ship will catch fire
    • Unit with which the ship comes into contact with will stay on fire for a variable amount of time depending on how long it has been since the fire ship was ignited. Therefore, the distance from which you launch a fire ship will cause a significant impact on the effectiveness of the attack.
    • Not only will the attack cause more damage to units within range the farther it is away initially, but the enemy will be able to anticipate the attack and make efforts to prevent it - there are advantages and disadvantages to the distance from which a fire ship is launched.
    • After a while, the fire ship will sink into a smoldering pile of ashes, so the player can't just leave the fire ship to do his/her bidding.
    • Friendly-fire and damage to the player's own units is possible, and something that they'll need to be aware of and take into account when launching a fire ship.
    Manned
    • Fire Ships can be constructed from docks.
    • Since they are manned, they can be controlled by the player right up until they are launched. They will not be on fire when they are constructed, rather the player will be given an option as to when it will be ignited.
    • The player will be given a button with which they can ignite the ship, after which the rower will leap off the side and the fire ship will no longer be under the player's control. Whichever way the ship is facing, it will launch (perhaps gradually picking up speed as to not look too ridiculous).
    Unmanned
    • Fire Ships can be constructed from docks or tower ships
    • Since they are unmanned, they cannot be controlled once they are launched. The player can choose a direction in which to send the fire ship, after which they are completely independent.
  5. Hey guys,

    Admittedly, this is the first time I've logged into this forum in months, and I wasn't even aware that the project had its own subforum until a few minutes ago. It's very cool to see how much interest there still is in the development of this faction, and we've always been appreciative of WFG's ability to restrain themselves from getting frustrated and just creating their own Chinese faction.

    As of today, I'm accepting applications from anyone who is willing to participate in development. Send me an email using the mail link in my signature with a brief description of what you're able to contribute and what your availability will be like in the next couple of months. Artists, sound designers, programmers, writers and historians are all welcome, or perhaps you have an idea for a position I didn't even know we needed. Whatever the case may be, we need to build a group of people who are dedicated to turning this project into a reality, and we need you to make it happen.

    • Like 2
  6. Hey guys,

    We're really excited that you're all so eager to play as the Chinese. Just to reiterate, we have insisted that the mod remain independent of the "official" game, but it's for reasons you already know so I'll be brief. The mod seems relatively complete because the building set is almost comprehensive. What we still lack is unit textures and technical functionality for the navy. We've designed some very particular and unique concepts that require slightly more complicated implementation (for example, our fire ship doesn't behave much like a normal ship at all - more on that in the future). Also, we intend to wait a bit longer to see if a trigger system ever comes to fruition - we believe that a full-featured story-based campaign could be the best way to envelop players into our Eastern world, and if there's any intention of WFG to pursue inclusion of triggers in the final release, we think it's worth the wait.

    If you guys have any other questions, I'm happy to answer them.

    Our biggest deficit in contributors right now is in 2D art (i.e. textures), so if you think you've got a knack for it and find you have some spare time, feel free to drop us a line. We'd be happy to have you.

  7. Either Git or go with Assembla. With Assembla you can set up Trac and SVN so only people with certain permissions are able to commit (although anyone can view your source with a free account).

    • Like 1
  8. Ludo: Yeah, I tend not to update the ModDB page very often. The soundtrack is a work in progress (and currently consists of one track), but it will be downloadable in the future. Speaking of which, we are looking for a concept artist to paint some album art (among other things).

    idanwin: Thanks for the heads up. I hadn't noticed that. I have been working on a new version of the site passively for a while, and since there's not actually any content on the current homepage, I may as well just have it redirect to the forums.

  9. You should avoid starting a ModDB page until you actually do have ingame content. Not because ModDB will frown upon it, but because the community might write it off if they see a mod page with just a logo. For the same reason that AoKH/AoMH require you to have completed at least 10% of a project before posting a showcase about it - proof of concept.

    • Like 2
  10. This would be great rts, except that if a person plays a medium to large map for any great length, the game becomes gummed up. It slows and slows, then crashes. That's to do with pathfinding taking too much resources, or something on those lines. Get that fixed, and this game will be a classic.

    Remember that the game is still in "alpha" development. System optimization will be the focus come beta phase. For now, the programmers want to include iterations of all features intended for the final game.

    I believe another big part of what will make this game successful is speeding up gameplay. All this takes is making buildings and units a little cheaper and build times a little faster. If you play a few games of 0 A.D. and then go back to AoK or AoM, you'll notice that this is the primary difference between the speed of matches.

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