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Showing content with the highest reputation on 2013-03-25 in all areas

  1. First let me stress that this is just a preliminary discussion about one way forward, so don't think this is necessarily the only way forward. Also, please only comment if you are certain you can add something to the discussion, in this particular thread we're more or less only going to allow comments which say "I'm willing to commit to work on feature X and estimate I'd be ready to finish it by this date". If you want to discuss which approach is best or other related topics, but which are not part of the actual planning please start a new thread. To be able to make a good decision about whether we should try and aim for part 1 within the foreseeable future or if we should wait a bit longer before deciding exactly what will go in the final version we would like to see where we would stand if we would only include features/improvements which we either already have or can have people commit to doing within a specified amount of time. This does not mean that these features would necessarily be the only features included, but that we would have to be ok with only these features being in the final game to go forward with this approach. So, programmers (both in team and others who are prepared to commit to doing some work throughout the year), please post here what you estimate you are able to work on during the upcoming year or so. And please be reasonably conservative so we don't make a decision which then will have to be heavily revised just because you can't live up to what you've said you should be able to do (it's one thing if you can't say if you will be able to finish programming a certain feature in June or August, but a completely different one if you promise to do a certain amount of features until December but will not be able to complete half before March next year, so don't be afraid if you can't make a perfect estimate). (This is mainly aimed at programmers as it's a lot easier/quicker to e.g. decide to cut an animal or two from the final game if we don't have animations for them - and it's a lot quicker to do the tasks as well, so it's not time to make a final decision on the rest of the game's content yet regardless of which approach we choose And also, this is just one of the possible ways forward as I said before, if we find that we cannot get to a good enough 1.0 this way/reach Beta within a year we'll continue as now and make a final decision later.)
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  2. It's more or less just the location/GUI design and implementation that's needed and we'll have that The history texts are already written for most units/buildings, and iirc already in the XML files (the exact details of that might have to change when we implement translation as the text might have to be saved separately from the rest of the unit data depending on how the system works, but that's just moving the text from one file to another so it shouldn't be too much of a difference =) ).
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  3. I'm just doing a peleset helmet and a picture with ox-carts in action !!
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  4. +1 The new pathfinder will improve them dramatically, but that will only help with movement. Their actual gameplay mechanics are still pretty bad for a 1.0.
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  5. The question is if it's good to have threading functionality for scripts or if we should just run some scripts in separate threads from the engine. At the moment we should upgrade spidermonkey first anyway because there were a lot of changes related to threading. But my plan is trying to move the whole AI to a separate thread once the spidermonkey upgrade is completed.
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  6. An Italian Gothic Metal Band, called "Lacuna Coil"
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  7. the 'dangerous building site' problem is indded a very obvious one, but also the 'dangerous path to a safe location' is unknown. Sometimes, a location can be reached via 2 paths, and the AI makes the wrong choice. Maybe some other thing, do you plan to make the easy modes more fun? Easy modes should also raid a bit more at the start of the game.
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