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k776

WFG Retired
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Everything posted by k776

  1. Excellent work. Now we just need someone to implement this for A3 :-)
  2. Ideally, passive units should have more speed (+25%), and flee from the enemy. The scenario I'm thinking of is women. If they're attacked while farming, they drop what their doing, and run away (maybe town centre by default?).
  3. That's exactly what I was thinking of! Nice work! /me likes
  4. Maybe a combination of both? Full colour boxes on the left (like the second image), and an even lighter colour background across (like the first image, but more alpha). If that isn't possible though (or it looks weird), I don't mind the full length bars across, but maybe they don't touch the edges of the box, but go as far as the column edges?
  5. A nice example of end game graphs is Globulation 2 http://globulation2.org/wiki/images/c/c6/A...statsscreen.jpg You can toggle on/off players from the graph to compare between players more easily. It also shows you your stats throughout the game, not just totals at the end of it.
  6. Hey. Grab the first highest prioritized ticket and work on it. http://trac.wildfiregames.com/query?status...lestone=Alpha+3 If we have time after all those are done, I'll pull some more through.
  7. We used r8397 (http://trac.wildfiregames.com/changeset/8397)
  8. A three player multiplayer game ran really smoothly. turn length of 450 seems to be a sweet spot for normal play, and up to 650 for battles. So a nice 550 seems to balance both things. Ideally, you'd keep turn length the same for single player, and boost turn length in multiplayer from what it is now to 550. So I recommend using 550.
  9. Confirmed. I reported this on IRC, but no one was around at the time (Michael: you don't use IRC. Haven't seen you there yet?!) I think it's related to the changes for workers to kill animals before harvesting food from them. Missing some logic.
  10. Awesome work. Hopefully look forward to seeing this in Alpha 2. How far off are you from completing it? Some quick comments: * IMO, the number of players shouldn't be a choice dropdown, but determined by the number of town bases in the map, and the amount of player rows should be determined by that too. * Player 4 and Player 6 are a bit hard to read. Infact, they could all do with being on a darker background. * Reveal map / teams locked etc would also be nice to have in a semi transparent box like the other elements. * All three columns in the civ info screen should be equal width. * Can probably get away with 1px less font size
  11. 8) IF the menu == pause, remove the "Pause" button, and then rename the menu close button to "Resume" to be consistent with most other games.
  12. As already discussed on IRC, but I'll post here too. It's very inconsistent. Units without a rank should have an icon too, else it appears (initially) not to work. I don't find them "cluttery", but I do find them unnecessary for now. Do the ranks even really have an effect in the game? Does a unit get stronger as they rank up?An 'R' hotkey to toggle them on/off would be good.
  13. wacko and I were both using the same copy of the code at the time we ran it.Phillip found a bug that caused desync when hovering over a unit. http://trac.wildfiregames.com/changeset/8255 So hopefully no more desyncs.
  14. True, but still not an elegant solution. Ideally, in multiplayer, the console shouldn't even be present to prevent people giving themselves resources for free. I was running the latest Windows autobuild. I'm not sure about wacko. The second (smooth, but jerky units). I worked with another project a year or two ago that had a great multiplayer infustructure. http://globulation2.org Their code is GPL. You should be able to use it if possible. It's available at http://hg.globulation2.org/glob2-new/file/9fcbd36fe414/src (take a look at all files starting with Multiplayer*, Net*, or YOG*).IIRC, it had latency scaling, as well as either gaming through a server, or P2P routing if the user had the right ports open. i.e. it found the fastest way to let players play. It worked really really well. Seriously worth checking out!
  15. wacko and I played a multiplayer game. These are my notes about the game. I'm sure he'll have his own. Some of these are so small, but make a big impact. * BUG: Multiplayer desynced right after joining, but continued to work anyway. The error needs to not show. It's alarming! * HMM: Multiplayer was slow. I have a powerful computer (4GB RAM, 1GB VRAM, and fastest internet connection I can get). It was playable, but very laggy compared to other 3D RPG's I've played (like Vendetta Online or EVE). Can the games networking packets be optimized? * WANT: The game needs a chat history. Even if it's just a scrollable view above the chat input when you hit enter. Ideally though, the key 'h' would toggle between 'hide messages' (which it currently does), 'always show 5 messages', and 'show all messages', the last being an in-viewport chat scroll widegt. * BUG: FOW needs to take into account sounds. Shouldn't be able to hear what the other person is doing. * BUG: Moving on the minimap zooms in. This is not expected or wanted. * WANT: Pressing ESC when the chat input is open should close the chat input, not offer to quit the game.
  16. Well, two things here.Firstly, as you already stated, You can already click a unit to find it's health. Having it appear on hover isn't showing new information, just the same stuff faster. Faster info == faster gameplay. Faster gameplay = need for better tactics. better tactics = more enjoyable gaming experience. Granted, there is a point where too much information can become too much. I don't believe that to be the case here. Secondly, consistency is key. If you allow hover on one thing, you need to allow hover on all things. Resources, units, buildings etc. To have inconsistent UI causes confusion for the user. The solution to all these issues might be, rather than on hover, have a hotkey ('I'?), that when pressed, shows the health for all entities within the viewport. Is there a reason that wouldn't be acceptable?
  17. I strongly believe that removing the unit hover ring/health bars was a mistake. There is no way to tell which unit is going to be selected now if I go to click. Not only that, but I can't select a group of units and then hover over an enemy unit to check his health, which makes quick tactics (like finding the weakest to kill) more cumbersome.
  18. FOW/SOD system looks and works nicely! I've posted my issues at http://trac.wildfiregames.com/ticket/583 , some have already been mentioned in this thread.
  19. Excellent work with the FOW. Now all it needs it victory conditions, and you have a great multiplayer game of this type! Plus some basic AI, diplomacy tools, and speed improvements, and you'll quickly overtake AOE 1 and 2 in terms of completeness.
  20. Looking nice. It's a shame, when I tried out the latest source a few days ago, that they don't really walk, they just glide along the terrain without leg movement. Any chance of having them like the gazzele or horses, and actually have realistic leg movement?
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