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WFG Retired
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Everything posted by Wijitmaker

  1. I have a copy of the original vector. It should be on the website too in the press kit... Here it is: https://play0ad.com/about/official-logos/
  2. Oh, and most of the old shield textures live here: https://wfg.itms.ovh/?dir=oldfiles/users/files/art/members/stag/shlds These originals were made in a much higher rez. You'll have to probably install one of these... Anything newer than v6 should work: http://www.oldversion.com/windows/paint-shop-pro/ You can export a .psd file if you'd like from psp.
  3. Ah, yes - when making Buildings (and weapons) we thought it was redundant to make a unique building texture for each building at the time, when we were trying to be consistent in the theme and look of a building. Probably shouldn't have done that in hindsight, but we didn't know in the future there would be AO and normal mapping capability. Also had no idea that we'd be releasing the game 20 years later on "super computers" (or we would have thought at the time). Compare the textures of 0 A.D. with those of Age of Mythology - even our old textures were quite a bit higher quality.
  4. Do you have an example handy? I'm guessing that merged textures were used for GUI applications? Shared textures were used with buildings. You got to remember that 15 or so years ago our minimum specs were: CPU: 1 GHz Intel or x86 compatible. RAM: At least 512 MB. GPU: Any supporting OpenGL 1.3 with 3D hardware accelerated drivers and at least 128 MB memory, e.g., Radeon 9000, GeForce 3, or similar. OS: XP, Vista, 7 or 8. Resolution: 1024×768 or above. I'd wager to guess that most all our phones today have 10x the computing power :p
  5. Yep, we thought casual modders would find it easier to tweak textures than to tweak models. All you had to do was save your texture in the folder structure and make a tweak to point to the new file in the actor editor. Easy as pie
  6. Ooo, sorry. Maybe someone can pull it out of archives so you can see it.
  7. I like your eye candy. It reminds me of the original intent with the UI. I was intended to be very circular and orb like. We had planned to do lots of context sensitive commands that appeared around objects that we're clicked to minimize the mouse cursor travel all over the screen. It was annoying at 1024x768... I can't get imagine what it's like in 4k. Another:
  8. 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.
  9. 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...
  10. 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
  11. 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
  12. Great maps, just need to get some shots with some improved graphic settings and they would be spectacular
  13. 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
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. Just out of curiosity... I was wondering if anyone has ever read this? http://trac.wildfiregames.com/wiki/War_Story
  19. 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.
  20. 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
  21. Ha, yes - it does! Christoph - I honestly can't believe some of the stuff that you programmed at such a young age. That was very impressive. If I recall, you did work on the run/stamina as well as auras. I'm not sure if either of those features have been fully reimplemented to the degree of their prior maturity since the rewrite.
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