Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Right, but the game itself and in-game GUI support all resolutions 1024 or higher.
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Punctuation.
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The game already supports every resolution you can think of.
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A tutorial should be done regardless.
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Would we really need to add much "support" for these things? I mean, I think touchscreens come with software and features that make them compatible with existing programs and not the other way around? Although I am sure applications can be optimized for these interfaces.
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Yes, I would like to see things like rolling catapult rocks and bouncing scorpion bolts and units falling dead correctly (hitting objects as they fall, rolling down hill, etc.). But these would only be graphical things and wouldn't affect actual gameplay. Even things like trampling could be achieved without a physics engine.
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Multiplayer Experiences
Mythos_Ruler replied to k776's topic in Game Development & Technical Discussion
It is possible that there were differences in one or more entity files or scripts, as we've been messing with these a lot lately and it is usually advisable for players to both update the game immediately before initiating a multiplayer match for just this reason. -
The ones in BfMEII were ginormous and useless, IMHO, since all the soldiers were stuck in battalions and essentially not their own man, so to speak. This.
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I think we'll probably use 'alt' for switching attack-types.
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Multiplayer Experiences
Mythos_Ruler replied to k776's topic in Game Development & Technical Discussion
Haha, this. Our ESC key seems to be an all-powerful entity that wants to kill the game at all costs. You're right about everything else, too. -
nah, might as well do the hovering.
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Cool. They are easily changed back. I just don't want thick health bars. It ruins the immersion for me, and I don't look at them too closely anyway, that's what the health bar in the UI is for. Plus, our game will be more about groups than individual soldiers (at least that's how I will play it). But like I said, I'm fairly ambivalent. I agree. I strongly disagree with you here. Why should I know so easily how healthy a bad guy is who is charging at me? As far as I can remember AOE games did not do what you propose. There should be a little mystery to some things, IMHO. I am even weary of being able to tell the health of an enemy unit by clicking it, but I'm willing to suspend my disbelief on that score, since it is an RTS staple.
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Awesome sauce. I messed with the bar sizes a bit. I am starting to agree with the hovering for units, but I am ambivalent.
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Right. Green -- Health Blue -- Stamina Yellow -- Fidelity/Loyalty Orange -- Resource (kudos to Brian for this one) Speaking of Loyalty, we have some awesome unused animations in the game for infantry that we can use when they are capturing a building. You can see the Spartans in the background using these animations .
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right, a physics engine in that case would only affect the graphics rather than the simulation.
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Hovering over buildings I can accept. One of the other major benefits to not showing them when hovering over units is that there is a bright distinction between what it looks like when units are selected and when they are not.
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Jason liked them. I hated them. lol They seemed bulky, especially with the addition of the stamina bar.
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Tried them out in-game. They look fantastic and add an essential ingredient to making the game feel like a polished game. My preference would be to not show the health bar upon hover. It's just a personal thing, that as I am moving my cursor over the game world I don't want to see health bars popping up everywhere (same with auras). I do like that the bars show up when bandboxing. This lets the player know that the units are successfully being added to the selection. Anyone else?
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SMST has the right link. It's a good list with descriptions for each building, but does not include concept sketches for the obvious reason that the "look" of individual buildings has evolved over time and continues to evolve as we work on them. However, there is definitely an "art style" we're going for, and to get a good idea of what that is I recommend firing up Atlas and playing around with the objects therein. Also, if you'd like screenshots of specific buildings from factions not included in the public release (Carthage, Rome, Persia, Iberia), then let me know and I'd be happy to post some for you.
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Neat. Have any higher res renders?
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Starcraft 2.
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Well, any tutorial campaign will have elements of RPGs in them.
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Fog of War, Lions and Lionesses, oh my!
Mythos_Ruler replied to Jeru's topic in Announcements / News
2x idle would be great too... one where they lay down for a while and stand back up. Perhaps make 1 long idle animation and one short one, each one starts and ends with them standing. 1 attack might suffice, but we'll see. I think 2x-3x is always best for variation, but since lions are relatively rare they can probably get by with one animation (a kind of lunging swipe). An "eating" animation, how they kind of eat while laying prone, would be bloody brilliant too. Good idea! I can imagine a pride of lionesses crowded around a dead zebra eating it. lol -
Greeks are kinda like the "default" faction in that they'll be pretty well-rounded, while the Romans will err more towards the late game and siege warfare. So, I could see building a Greek colony from the ground up. Perhaps based loosely on Taras (Taranto) or Poseidonia (Paestum) or somewhere like that.