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By Classic-Burger · Posted
I don't know how much of that will be possible; for now, the basics are just text. Voices aren't planned for the initial stages. It will be simple like the RTS of the 90s. -
Now, I'm just a nobody here, and can't really help with the project right now. But I just want to make sure we are all aware that the current voices that exist (such as when clicking on a unit or giving an order) are in Latin or whatever language existed in the time this game portrays. Obviously, you can't write the whole campaign in Latin, so if you want to have the option for campaigns and scenario maps to have voices related to the story, you would have a difficult decision to make. Do you want the important characters' voices and plot lines to be in Latin, with captions in English or the player's language? Or do you want to actually do the voices in English? Keep in mind that if you do the voices in English, then that would make them stand out from the voices that already exist, which are in Latin (or whatever language, I'm probably embarrasing myself rn), and probably aren't going away. My opinion is that you should do the voices in Latin (just going to keep saying Latin, even though the actual language isn't even consistent bewtween civs, you know what I mean), but have captions in English (or the player's (modern) language). The 0 A.D. Vision states that the artwork and sounds for the game should immerse the player in a historically accurate world, and make the player feel like they are actually transported back in time, and not into some fantasy alternate universe, and I think that having ancient historical figures speaking in a modern language would take away from this. The Vision, for reference: "Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home." More specifically, it says "voices will hearken back to an ancient time". I don't think this could be achieved if the voices were in a modern language. I do think there should be voices of some kind in the campaigns. I think that forcing the player to read through the characters' dialog in silence would make the game feel shallow. After all, sound will be critical. I feel like I'm just stating the obvious here, and not really adding anything to the discussion. This just seems like the elephant in the room to me, but I guess it's worth asking the question: should 0 A.D. campaigns have voice lines for the characters (and not just when you click on something, which we already have)? And if so, should it be done in a historically accurate language for immersion, or in a modern language for accessibility? Maybe we can do both, and make it an in-game option, similar to how we already handle "specific names" and "generic names".
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By wowgetoffyourcellphone · Posted
DE pauses the game while the Hero Choice dialogue is open -
By guerringuerrin · Posted
If its some kind of tooltip, notification message/event notification, it shouldn't be necessary. If its a big the big dialog in the middle on the screen u shown before its convinient to pause the game -
Final balance update: - Population cap reduced to 50. - Consequently, all units except Siege Tower cost 1 population. - Hit points and cost of defensive structures, houses and Civic Centers reduced accordingly. - Houses now provide 4 population, Carthaginian apartments provide 8. Civic Centers provide 8 population. - Starting number of units reduced to compensate. - AI and resource nodes tweaked to compensate. - Batch training is disabled. Now SHIFT-click queues 5 units, like in Age of Empires 2. Yes, this is inspired by Rise of Rome. Yes, it will be tested before providing the final file.
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Guys, I've found the ultimate fix to lag. It's simple, really. All you have to do is
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Pausing the game completely isn't really an option, unfortunately, because then the animations won't play, units won't move around, and so on. But what I'll do is add the possibility for map scripts to register callbacks, so that they at least can pause in the meantime, and wait with actions like triggering big attacks until the dialogue is closed.
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