Jump to content


WFG Retired
  • Content count

  • Joined

  • Last visited

  • Days Won


Wijitmaker last won the day on November 22 2017

Wijitmaker had the most liked content!

Community Reputation

186 Excellent

1 Follower

About Wijitmaker

  • Rank
    0 A.D. Old Timer

Previous Fields

  • First Name
  • Last Name

Contact Methods

  • MSN
  • Website URL
  • ICQ

Profile Information

  • Gender
  • Location
    Seattle, WA
  1. [Gameplay discussion] Phasing out phases

    Fun factoid... City phases (at one time) were planned to be associated with each territory. Not simply an upgrade that effected the entire map. So, if you managed to establish (or capture) a second CC in an opposite corner of the map, it would grow independently from your first original CC.
  2. Counters must come back

    This was some of the back story of the 0 A.D. RPS (Rock Paper Scissors) Dynamics: Not sure if it is helpful at this point...
  3. ===[TASK]=== Stables, Workshops, and Ranges

    Yeah, we didn't have stables as part of the design document because... the designers at the time didn't want to blatantly rip-off age-of-empires games. We were trying to simplify the flow of the game and focus more on unit-to-unit interactions instead of building buildings. Less city building feel - more tactical. The codes for the buildings were just shortened to keep file paths and references shorter. Less typing, less bytes... etc. Nothing magical
  4. Dnas made a lot of the helmets. For those that have access to this archived forum - see here: https://wildfiregames.com/forum/index.php?/forum/177-dnas/ Looking good guys
  5. Your screenshots

    Great maps, just need to get some shots with some improved graphic settings and they would be spectacular
  6. [Gameplay discussion] Phasing out phases

    Now you guys are rollin' Keep this line of thought going and I think you'll bring some more innovation and life back to the RTS genre Aside from being a good game design, it also would help distinguish it from be an AoE clone
  7. [Gameplay discussion] Phasing out phases

    I like that suggestion. Choice = strategy Your choices at the phase could bend you either toward a strength in military (perhaps sub divided in aggresion or defense) or economic (perhaps subdivided to favor certain resource types) It would also make it more interesting if the phases weren't globally applied to your entire civ on the map, but instead utilized territories and were localized to each town center. My view of phases are that they are gates players go through to unlock more capability: new structures, new technologies, new units. They also help measure the pace of the game. I belive AOK notified all players when they reached different ages. If you weren't in the castle age when your opponent reached it before you, it served as a good kick in the pants to say... you better age up, and fast! Just some random thoughts
  8. Isometric View Option

    Sounds like a great idea to me!
  9. Thats really cool - I'd love to see them convert more of the 0 A.D. civs. It looks like a lot of his art is done in a 2D Editor. It would make his life a lot easier if someone painted the ground white, turned the 0 A.D. camera to isometric for him and gave him some screenshots. Or, better yet, showed him how to do it.
  10. New horse model

    Nice work
  11. Money,taxes and caravans

    Well, we only really had 3... Myself, Erik, and Michael. I can only speak for myself and the transition to Erik... but, I took the helm because I wanted to play a Roman era RTS in a similar vein of AOK with some C&C and RON twists to it. Then I went out and recruited people with a similar vision to help me do just that. Shortly after I got married, I recognized that 0 A.D. wasn't helping my relationship with my bride. So, I recruited Erik to take the administrative role (from gamedev.net? I forget...). He's done a fabulous job since and has stuck with the project longer than I have now. I'm afraid not. I still have an interest in 0 A.D. succeeding because I gave 6 years of my life to it. But, as a family man now - I don't have time to game anymore. I'm always available to consult though.
  12. Money,taxes and caravans

    I hear you guys. I think the challenge is volunteer turnover. This game has been in development for so long that is continually evolving due to the people working on it. When I was running it for 6 years, I did my best to maintain a cohesive vision for the game. I took a lot of heat for "locking in" some design decisions and would tell people to hold off on criticism until it could be played as a whole. We got 60% there, but I couldn't finish before I handed off the reigns to Erik. Again due to this being a volunteer effort, people come and people go and that shapes how the game is made. Michael saw 0 A.D. in a very different way than I did, and things started to change (what was once locked was open again for debate) - but I don't think he made it all the way to the end of his vision either. The dangerous end result in this path is a hodge-podge of halfway implemented features that don't quite make sense as a whole. Ken Wood (lead designer back in the early 2000's) once stated: The fate of 0 A.D. is in the hands, of those who have vision and perseverance. This is why it is going to be super difficult to make a game that is cohesive over a period of 15 years, everyone has a different idea of how it should be done. It is both good and bad. The flip side is... If you don't like it, you can get involved and do something about it to change it.
  13. Money,taxes and caravans

    Just out of curiosity... I was wondering if anyone has ever read this? http://trac.wildfiregames.com/wiki/War_Story
  14. Ambience idea

    Over a decade ago, the plan was to have ambient sound play a large role in the sound scape for the game - more so than the music. The frequency of music played was a setting in the user configs. Music would be queued on command (attack/under attack) or randomly (frequency settings). The ambiance sounds played were going to be associated with what terrain types were displayed on the screen. http://wildfiregames.com/forum/index.php?showtopic=308 http://wildfiregames.com/forum/index.php?showtopic=309 We wanted to get away from endless looping of music and have the dynamically change.
  15. Ponies Ascendant Alpha 1.0

    Just watched the youtube video. Most impressive - you have put a lot of time into this. I love the medieval building set. I think I was most impressed by your icons which look beautiful. Though I don't understand the pony stuff, well done - bravo