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Showing content with the highest reputation on 2013-05-29 in all areas

  1. I didn't get anything too spectacular, but for your random inspiration:
    1 point
  2. Gameplay is too quiet for me. It would be nice to assign ambience to different buildings. Like a smithy at work near the blacksmith; crowd noises at the town centre and market; formation practice and target practice sounds at the barracks.
    1 point
  3. Thank you guys! From my experience, Blender tends to show heavier colors than the 0AD engine. We'll see once imported into the game I'm going to need some infantry props to decorate military buildings. Time to start with infantry
    1 point
  4. @historic_bruno: Your scepticism is justified. However, after having sane base terrain generation I intend to write some functions to make the flat parts more flat and the rough parts more rough. That way cliffs will form that are unpassable and a greater part of the map will be more suited to place buildings. Additionally woods and rock formations can be set to change passability. How well all that will turn out in the end is to be seen. IMO the reason for most modern RTS games not having random maps is that they likely don't have eyecandy areas. Note that most 3D RTS games don't allow to zoom out far (with few exceptions) so that those areas have to be small to be noticed. However, I don't think that should be our concern here why or if other RTS games do something or not. If something in another RTS game worked well we should think of adding it. If something went very wrong we should try to avoid it. But just because it does or does not appear often is not a criterion of quality at all.
    1 point
  5. You mean like http://trac.wildfiregames.com/ticket/1504
    1 point
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