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    • btw I just saw they got a nice collection of green screen videos with lions on that page too, for future purposes https://greenscreenanimals.com/search/lion#!
    • Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.
    • With the proper feets rendered i can now see how to animate properly the leg position, also for more "smoothness" is recomennded to have a small transition from idle to walk, so it may be similar to walk position early frames, to have less visual impact at the transition, but will use your green screen video to adjust the idle and then we could be much closer to review to add for A29.
    • Ah ok, I see. Btw feet look a lot better now than in the first post. Also it's nice if the feet are a little further away from each other than in the first post's idle animation. I remember that there have been discussions about scaling up the chickens for visibility, because they have a huge impact in early game, similar to grapes and berries, which are also out of scale. Also I think there is a tendency in 0 A.D. to weaken extreme scales, meaning scaling down bigger objects and scaling up smaller ones. I prefer realism but just saying someone might come with that. In the end it's a gameplay decision, not my field of studies. Perfect! Thanks a lot
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