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Showing content with the highest reputation on 2015-09-15 in all areas

  1. Or an elected (by wfg, I suppose) small-size (3-4?) design committee consisting of active team/forum members with gameplay design knowledge, that takes gameplay decisions (not without sharing and discussion with other wfg/forum members) and that tries to keep the game design coherent?
    3 points
  2. Banning everyone (http://trac.wildfiregames.com/ticket/3241) and disabling late-observer-joins (http://trac.wildfiregames.com/ticket/3242) should be enough. And yes, observer pausing should have been fixed by now http://trac.wildfiregames.com/ticket/3341 Thanks for the topic
    3 points
  3. The vision certainly haven't changed, apart from the mention of seasons (I did remove it a moment ago from the latest version, so it's no longer there) which haven't been a part of the plan for years. For some reason we forgot to change that back then. As for the design document, I've gone ahead and updated the main page (http://trac.wildfiregames.com/wiki/Design_Document ) to better reflect the plans as they are. For a more detailed list of gameplay features (and a few non-gameplay ones as well) see http://trac.wildfiregames.com/wiki/GameplayFeatureStatus There are probably individual parts of the pages which should be updated, and I don't remember them closely enough to know exactly what we have followed and what we might have done differently/not done yet. Some things were probably not described, or at least not described in a way that is perfectly clear to us who are part of the project now, more than ten years after they were first written.
    2 points
  4. http://wildfiregames.com/forum/index.php?showtopic=20018&page=2 My opinion it's that, being cohesive, fun or not, we have to remember that not only 0 ad it's being developped: devs are making Pyrogenis engine, that it's very moddable. So now, they are adding features that can be adjusted or disabled, but can be useful for other games. If the starting vanilla 0 A.D isn't succesful at all, a mod would. I think that all effort (maybe not the stat balancing) is useful. As I stated, before going Beta, devs and designers should take a look and choose what it's in, out or needs to be added about gameplay. Now the important it's pathfinder. Don't discourage. Although some of us don't feel the gameplay at the best, great work. Just to send positive messages, also are important.
    2 points
  5. Stop adding features and consider the 3 best aspects of gameplay and absolutely polish them up. My 3 would be: 1. Territorys-fine as is in my opinion. 2. Different civilisations-the differences feel vague and undefined at the moment. These need to be clarified and expanded. 3. Combat-at present it is unclear what does what and why. A massive unit clarification and enhancent of formations needs to happen (army+units maybe?) Look at YOUR top 3 and ask what and how you can improve them. Too much time is spent on minor aspects when what makes a solid game has much more to do with the core gameplay. As a game developer I know this project is very complicated and interesting but lacks consistent gameplay.
    1 point
  6. Today i wake up with a little spamming syndrome. This topic it's for "Elexis" - It wouldn't be nice to make a option for the host to disable the option of having observers? (Because performance, because they want a private match...) - The ability for observers to pause, it's solved? If not, this suggestion it's more important.
    1 point
  7. Me. I'm pretty freak curious and I usually read everything about game mechanics (like aoe3 info, civilization civilopedias, etc.) I think that should be better discussed on http://wildfiregames.com/forum/index.php?showtopic=20038. I would quote you there.
    1 point
  8. So, as promised: a few screenshots with notes. Here I remodeled the ventilation meshwork at the side of the roman 5. Step one, the model with the old one removed. Step two, model only two wooden beams, uv-map them, use mirror-modifier (for right-left symmetry). Step three, use the array modifier to have as many of them at hand as one wishes. Step four, use the curve modifier, together with a curve (nurbs in this case), to have the mesh fit the opening. Also change the array modifier from fixed count to fit curve length. Step five, apply modifiers and manually adjust vertices when needed (use proportional editing to save time). Step six, example bake of this high quality 3D model to an incomplete low poly mesh with only 12 polys for demonstration. As you can see, simple baking already produces pretty good results, however in this case some texture editing would be required to really have convincing textures.
    1 point
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