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Showing content with the highest reputation on 2022-09-22 in all areas

  1. -about the website and 0.AD site. Play on SEA in the main languagues (English, Spanish) on simple keywords. like rts, open source, open source game, str, stategy, rome, strategy, history. 0AD should be more easyly to be founded. I remember I found it by linux games..but im not using linux so im very lucky. Not a lot of TOP STR GAME have 0AD in their list.. it sad -Establish a standard presentation of the game that players can copy and paste as a presentation on forum or discord widely used in their country. Or twich in stream of similar games. -Also have 1 or 2 officials trailer (it not easy i guess..) -interesting aspect attract creators. you may need to take screenshots or videos of the creation of units, buildings to target this audience -Make new features for this site https://play0ad.com/ like the top 20 players of lobby in first page. And the top player of tournament official. The number of joueurs connected the last 7 days -> it has to be eye-catching that we feel that the game is alive (if too low dont make this feature) Tournament official :
    2 points
  2. How difficult is it to add a FPV feature to the game? I envision hitting a hotkey to switch back and forth between 3rd person view (TPV) and FPV like this: 1) user hits a hotkey after selecting an actor (citizen, soldier, hero, etc) 2) game saves current TPV setting 3) game switches to follow mode 4) camera location changes to (x,y,z) of the head of the actor 5) camera view sets to direction of actor view 6) track mouse movement to change camera view (up, down, left, right) 7) return to saved TPV when user hits hotkey again or when actor died or enter a building Hopefully this can be implement in JS. I'm no expert in JS but if someone can point me to relevant sections of the code to implement this mod I would appreciate it very much. Peace.....
    1 point
  3. https://play0ad.com/alpha-26-is-near/
    1 point
  4. I think the hard/soft counter debate is meaningless for rts design, they are both legit choices depending on how those units are designed. first of all, a game can have both soft and hard counters, look at 0ad: sword cav is a soft counter for skirmishers, but siege towers are hard counters for archers, rams are for siege towers, and swordsmen are for rams... I think that for some units it's good to only have soft counters. if it feels good for them, why not? take medium/heavy infantry in "realistic" rts games like total war: they are the bulk of most armies, and it's only right that, however you are going to face them, it will either take a lot of time or quite some losses to take them down. of course hard counters are also good if they are well designed, and can be very fun. soft counters do lean towards snowballing, but some hard counters are enough to offset that I believe.
    1 point
  5. True, I mainly had problems with the Americas and European match making as the timezone difference is large, I am still open in continuing to host tournaments please mention or message me i'll get to you and I'llhelp with logistics
    1 point
  6. So you want to treat women and men the same except when you don't.
    1 point
  7. The process is currently like this: NetClient sends a CChatMessage to the NetServer. NetServer broadcasts the CChatMessage to every connected NetClient. What you would need to do is add another message type CNetMuted, handle it and keep track in NetServer. An intermediate step would then come in between the two above steps where you would just drop all CChatMessage from muted NetClients. Its possible to translate the current kick/ban code to mute pretty straightforwardly as it should behave identically apart from what message types are ignored. Yes, your research is accurate. It cannot be done just by JS, needs some engine network changes.
    1 point
  8. are there significant differences between civs in a26? kinda liked that about a23
    1 point
  9. In Defense of Hard Counters in Real Time Strategy Games https://www.gamedeveloper.com/design/in-defense-of-hard-counters-in-real-time-strategy-games Some thoughts about the 'early game' phase of RTS https://www.gamedeveloper.com/design/some-thoughts-about-the-early-game-phase-of-rts Have it your way: a case for sub-factions in strategy games https://www.gamedeveloper.com/design/have-it-your-way-a-case-for-sub-factions-in-strategy-games
    1 point
  10. we can do some collaborative cheap and short. for it to be successful we should all involved upload videos with the approval of the team. Ideally short, economic, with little editing and then serve as promotional material.
    1 point
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