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Showing content with the highest reputation on 2012-10-25 in all areas

  1. Hi, I will try to answer some of your questions, but others may have more details. The reason for this advice is mostly performance-based. It depends on how many units you think are going to be in the game at any point. With sword 'n sandal units it can be quite a lot, so to keep it playable the per-unit details needs to be limited. I think this is not a technical limit, but a computer might come to a crawl with high-poly units and buildings. As far as I am aware, for now any prop is static in its connection to a prop-point. I do not know how difficult it is to adjust code to make it possible. Currently, your complete tank would turn towards the target, similar to how ships do it in 0 A.D (which will be adjusted in time). Yes, I would say you can. I assume most of the things you need are in the game and/or can be added. I would make a list of how your RTS would differ in behaviour/requirements from 0 A.D. There are a few performance issues with 0 A.D. for the moment, which relate to pathfinding and the AI (which are both being worked on), plus it lacks multi-core support for now. That does affect how well it runs with lots of units and AI bots, but gameplay itself should not be affected. Maybe it is good to know there is already rudimentary support for planes. There is a demo map for that.
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