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Pureon

WFG Retired
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Posts posted by Pureon

  1. Happy with B1 for now.

    As mentioned on D921, and apparently in #1909, we could also add a short burst of debris particles (cloud of dust) at the projectile hit location, especially for the larger projectiles. art/particles/destruction_dust_small_gray.xml would be my particle suggestion as it spreads out well, obscuring the hit location and providing a visual area of effect for the damage caused.

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  2. Actually I do have a pull up banner design that's using a slightly different vector based brand I experimented with a few months ago. Not sure the team want to move the 0 A.D. brand style in that direction though ^_^

    S60fRRy.jpg

     

    Would be really quick to resize that artboard to the print specs required.

    • Like 3
  3. Can you create the missing bump texture and take a screenshot of it in-game at the default camera angle, not just a render?

    I agree the tower looks very good. (I'd also like to see a screenshot of it in-game with a few units/trees placed next to it. Think about a good background environment that complements the tower's textures, rotate the sun so that it enhances the shadows, create a fake scene with a couple of units for scale, etc.)

    • Like 2
  4. Welcome to the forums i33SoDA :)

    4 hours ago, i33SoDA said:

    The only regret that I have is that I am poor and because of that my donation will be very limited and small amounts. 

    No regrets necessary, we do this for free because we love it. Don't feel obliged to donate anything ;)

    • Like 4
  5. The simple truth is people just like to compare video games to one another. Breath of the Wild is like Horizon zero dawn, which is similar to Witcher 3, which itself is like Skyrim, which is... a clone of Pac-Man.

    I've seen many of these 0 A.D. comparisons made on Youtube (and elsewhere) since I joined the team 7 years ago, and to be honest it's often an honor for us to be compared to some of the greats in the historic RTS gaming genre ;)

    • Like 3
  6. 10 hours ago, Lion.Kanzen said:

    I don't say no, but this surprises , are rare to find, even think you guys don't add any feature this alpha.

    My Spy Sheep concept didn't make it through the approvals process. Too "unrealistic" apparently :shrug:

    eZjwTGC.png

    I kid, I kid!

    • Like 10
  7. Hello. I can help with sound design/editing/mixing/mastering. If there is any work in particular that needs attention let me know.

    Hi man3ster. We have quite a few animals in the game that could use new sounds when they're clicked on. Is that something you could look into? Easiest way would be to place all the animals in a new map in Atlas Editor and then play the Map to hear what they sound like.

    As Lion suggests, feel free to also give feedback on any sounds that are currently in the game. If you can improve something, let us know :)

  8. Should rice fields be the same size as farms?

    Try making rice fields the same shape (square) as farms so that they can be positioned side by side like our farms usually are. I may be wrong, but most rice fields are not terraced on hilly ground, and most people will not build them on hilly ground in 0 A.D. either.

    Below is an example showing old rice fields near Beijing. Notice many of the fields are actually square shaped:

    640px-Bundesarchiv_Bild_137-004023%2C_Ch


    You could make the flat fields have slightly different colours (use different actors in 1 template) to create a nice field effect:

    Vietnam-Asia-Rice-Fields-400x300.jpg

    The outside of the rice field could also be green more like these - I think it'll look nicer than the mud texture you're using.

  9. Okay, so I try test. Looks like I was wrong and footprint code no long make selections, so intricate selection rings can be created! Here is a test I just did for temple Vesta:

      <Selectable>    <Overlay replace="">      <AlwaysVisible/>      <Texture>        <MainTexture>auras/test/1024x1024_aura.png</MainTexture>        <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask>      </Texture>    </Overlay>  </Selectable>

    Love it. Can we have that in the game please?

    • Like 3
  10. As has been stated already, the base game is unlikely to have additional factions added to it now, I personally think we have too many already ;) However that doesn't mean I wouldn't love to see more geographical faction variety added through modding.

    Kushite-Nubians are a great choice for an African civ, the architectural style is quite distinct and there's a good amount of information available about them online. A number of years ago (before we started on the Mauryan civ) I also looked into the Bantu and Nok civilizations that existed during 0 A.D.'s time period. Unfortunately I couldn't find very much information about them, but the walls of Great Zimbabwe were of particular architectural interest :)

    Moving over to the Americas, I was also very interested in the Mayan and Olmec civilizations which would have existed in the time period. One day I hope to see them all in 0 A.D.

    • Like 5
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