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It certainly optimal to have historical accuracy and to be able to seize the opportunity to teach history, however the more important thing is to teach game mechanics. Over the course of the discussion we decided it'd be best to focus mostly on imparting the game mechanics while giving it a touch of history. For the other campaigns they will be 10000000% grounded in history. However, I think it's best for the tutorial to focus on teaching the new player how to play and not having the player have to figure out the mechanics of 0 A.D. while also keeping up with a historical narrative.4 points
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I will try to be as open about how I feel about the situation as I can: For me the die is cast. There are of course several ways to go about structuring and designing a tutorial and connecting it to a story. For me, though, the focus and primary goal of the tutorial campaign is teach how to play, the story is secondary. Following this mindset, a while ago (easy to miss in this long thread), I first put together quite a detailed plan for the campaign's structure, what to teach in each of the individual matches. And only afterwards did I search for a piece of history in which this preexisting plan could be embedded. We did a lot of brainstorming and I eventually came to the conclusion that the founding of a colony (and then also the story around Carthago Nova and Hasdrubal the Fair) aligned best with what I envisioned. Also, it was something new and interesting for me personally -- unlike Hannibal or Alexander, whose stories I've heard and dealt with dozens of times in the past. I am well aware that this might not be the case for many players and that a classic Hannibal or Alexander campaign might have been more appealing to some. However, considering the size of this project and that I'm essentially the only one implementing it, motivation and personal interest are important resources for me. I was deliberately trying to aim for something that also excites me personally, even if that comes at a slight cost of appeal for others, simply to help myself stay motivated to work on it. Keep in mind that I am still doing all of this in my free time. The main thing is not to make the tutorial campaign absolutely perfect in every single aspect, but to eventually finish it and get it into the game, to help new players learn the game, and along the way to provide better storytelling features for future campaigns. And again, in my opinion the idea with Carthago Nova still fits really well and elegantly onto the learning and teaching process I had in mind. And it's also historically fairly relevant. For these reasons, I want to make the story of the campaign self-contained and only revolve around Hasdrubal. @Thalatta@Genava55 These are good concepts and I can definitely see how they would make for great campaigns, but for this one, I want to go in a different direction. However, making some usual story-focused campaigns as well for more experienced players is still a big goal, and ideas are always welcome. It could make sense to open a designated thread for campaign concepts like this.4 points
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Position: 3D Modeler and Texture artist Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: Emma Anufrij Location: Nuremberg, Germany Availability: I can currently contribute around 15–20 hours per week, especially during my semester break. In about six months, I expect to be available for approximately 10–15 hours per week, depending on my academic workload Age: 21 Occupation: I am currently a student and focus most of my time developing my creative and technical skills in 3D art and game-related content creation. At the moment, I am on semester break, which allows me to dedicate more time to contributing to the project. Skills and Experience: I have experience working with Blender, Substance Designer, and Substance Painter for 3D modeling, sculpting, and texturing. I am also familiar with Krita for digital painting and texture work. I am comfortable working independently as well as adapting to existing pipelines and artistic guidelines. Motivation: What motivates me most is my goal of one day contributing to the art and game industry in a meaningful way. I am eager to improve my skills, learn from more experienced artists, and gain hands-on experience by working on a real project. Being part of a friendly and collaborative community also inspires me to grow both personally and professionally. Personality: I am a thoughtful and optimistic person who finds joy in small details, deep conversations, and discovering new perspectives. Short Essay: I have always enjoyed playing 0 A.D. with my father ever since I was a young girl. I must have been around 11 years old when I first played the game. About a year ago, the game caught my interest again, and I started playing it from time to time whenever I had the chance. By coincidence, I recently found out that it is possible to contribute to the game as an 3D artist. That immediately hooked me, and I knew right away that I really wanted to become part of the project. Through my participation, I hope to build connections with other artists who are more experienced and have a deeper understanding of their craft, so that I can learn from them. I also hope to become part of a friendly and supportive community that I can give something back to over time. Interests and Hobbies: In my free time, I love getting lost in music, drawing, playing games of all kinds, and diving into personal 3D projects. I also enjoy board games and taking care of my little collection of plants, which always keeps me busy and happy. Staff: I do not currently know any of the staff personally. Community: I occasionally participate in online art and game development communities, forums, and learning platforms related to 3D art and game design. I also attended the Blender Conference in Amsterdam last year, where I connected with other artists and learned more about current workflows and industry practices. Favorite Game: My current favorite games are Shakes and Fidget, Life is Strange, What Remains of Edith Finch, and The Book of Unwritten Tales. Overall, I especially enjoy story-driven and atmospheric games, as well as fantasy and humor-based adventures with strong world-building. Work Examples: I have not yet had the opportunity to work as a 3D artist on a professional team project. However, I have included several personal and university-related projects that showcase my skills in 3D modeling, sculpting, texturing, and digital artwork. While I don’t have long-term professional experience yet, I am eager to learn, improve, and contribute to real projects. Below I attached a two pdf with some recent examples of my work: Portfolio-01.pdf Portfolio-02.pdf2 points
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To me we already had this discussion like 20 different times . Ultimately, we wanted a short tutorial that was stand alone and historically ambiguous. We wanted it short so if campaigns weren’t someone’s cup of tea, they could get in , learn the basics, and then do multiplayer. The historical ambiguity was so that we had freedom to prioritize teaching game mechanics without justifying every little thing. Also the simple fact is that @Vantha has already started on the maps. He’s willing to put in most of the work (unlike me who while I say I’m willing to work honestly is kinda busy /lazy and don’t) so he does get final say. The last thing is honestly those other campaigns should be separate , they could be beginner campaigns or sequels to the tutorial , but I honestly think it does the great commanders a bit of a disservice if you scale them back for a beginners tutorial (face it , Petra has a steep learning curve and it’s need to be set on very easy or sandbox so that beginners aren’t steamrolled. Not very fun for Alexander the Great or Hannibal then I think.)2 points
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@Vantha@ShadowOfHassen well it seems I was going for historical accuracy when historical ambiguity was decided, which I find suboptimal since it misses the opportunity of teaching history. That's why I was thinking for each scenario to be specific historical events, like Hamilcar gaining control of the gold and silver mines of Sierra Morena, subduing certain Iberian tribes, and expanding to the east, for people to learn more things besides Hasdrubal and the (re)founding of Carthago Nova. At least these things are what I find interesting in historically themed RTS. I agree with not doing “the great commanders a bit of a disservice if you scale them back for a beginners tutorial”, but that's the opposite of what I proposed with the prelude concept (in case a proper Hannibal campaign was also wanted).1 point
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That's why initially I proposed a tutorial on Alexander the Great's youth. Aristotle was his primary tutor from the age of 13. In 340 BC, the 16 years old Alexander was regent of the kingdom when his father laid siege to Perinthus and Byzantium. He fought and defeated the Maedi revolt, a Thracian tribe. He colonized their territory and founded a city which he named Alexandropolis. In 338 BC, he participated decisively at the battle of Chaeronea against the Thebans. He is clearly the best historical figure for a tutorial that builds to a crescendo and precedes an epic campaign. Edit, short introductions about the story: Edit: past messages1 point
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The tutorial could definitely be a "lead in" to a full fledged narrative campaign. I think that is how a lot of games structure their main campaign now. The first few scenarios are for learning, more than anything else.1 point
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It would be great if the game (and in Atlas) there was a map filter for "Real World" maps as opposed to the regular more abstract maps in the game. The filter (keyword) can be used for skirmish and random maps.1 point
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Buenos días ,tardes o noches: -Aquí les dejo un avance de los bocetos de todos los mapas americanos de Tipo Escenario: Civilización------(Mapa) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1 y 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) (El 16 ya existe en otro mod y solo hace falta agregarlo) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1) 3. Arawakos(Antillas Mayores 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) Mapa de tipo Escaramuza: 15.Hisatsinom (Gran cañón del colorado ¿Qué opinan? Disculpen me por las inconveniencias *1 point
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"However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown.1 point
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Hi! Yes, all previous releases are available on https://releases.wildfiregames.com/1 point
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@Vantha found out, that the Germans are the last Civilization lacking of Specific names for the three Phases (#4667). Community historians, do you have tips or pull requests on hand?0 points
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The best way to do this would be to remove loot in general and make units spawn (tiny amounts of) treasure when they die. Then one player (or both) has to activity gather treasure, rather than just gaining it for every kill.0 points
