Jump to content

Mythos_Ruler

WFG Retired
  • Posts

    14.941
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Mythos_Ruler

  1. Exponential Armor #1908[Patch] - Related design thread. - Workers: Alpha123, Quantumstate ^Is this ready for testing?
  2. I like this guy's narration. Almost sounds like a developer showing off the game.
  3. Problem is fixed! Another problem though is that the game will sometimes play music from the wrong faction.
  4. http://www.youtube.com/watch?v=f4M8_pu2q-U
  5. I really don't see any difference. What kind of performance improvement?
  6. I'm fairly happy with the current water, though I would love to see it improved with:-- The shore "foam" should fade in and out as it pulses inward and outward. -- Make shore waves curved depending upon the general curvature of the shoreline. Perhaps just three shapes would be needed to look nice: Straight, slightly convex, slightly concave. -- The ability to choose different water textures. For instance, the current texture looks good for lakes, while I think rivers and oceans would look better with different surface textures/patterns. -- Directionality for rivers and streams. Would require the ability to differentiate between moving sections like rivers and more static sections like seas and oceans. At the very least, some performance should be enhanced if possible.
  7. I believe Red Alert 3 had what I call that "bath water" implementation that we talked about a while back. 2:20 in this video: I say it looks like bath water because the "resolution" of the dynamic water plane is too low to give an accurate looking "scale" to the water. The reason the resolution is so low is because anything scaled correctly would take way too much computing power. Probably a similar thing to 'position based fluids' -- we could use such a system, but the "balls" that are used would be so large as to make the water look like a tub of vegetable oil rather than viscous water.
  8. I can hear the birds chirping. That's the only sound I can hear. Happens in all different cases.
  9. Looks great. I think a 'forest brush' is in order for Atlas. Sorry you had to place all those trees by hand!
  10. Sound effects cut out after a few minutes. Then the music cuts out a few minutes later.
  11. http://www.youtube.com/watch?v=PTUQx27AyJA http://www.youtube.com/watch?v=CLkBp_b0JFY
  12. Welcome! Luckily, the number of bugs will become fewer over time. There is also much constructive discussion occurring on how to improve the game's performance.
  13. Basic Windows-like functionality is a must. Thanks for bringing it up. Very frustrating for our end-users when things don't act as expected.
  14. Yeah, this kind of thing could work with a localized amount of water (say, a dude throws a bucket of water on a burning building, or maybe even a waterfall into a small pool of water), but rendered over a giant ocean I'd guess would be a nightmare.
  15. The Byzantines, Arabs, Christian monks. Let's credit them all!
  16. http://www.youtube.com/watch?v=tPK-pBC3J3U
  17. Yep. I think these particular models just need re-exported.
  18. I think the dialog should just be made bigger. Also, it would be nice to see chat history at the bottom with chat input. Perhaps the ability to choose different players to chat to. A drop menu could work.
  19. Are you talking about using alpha testing, or is that a different topic?
  20. I recommend that Pureon continue on this path for a while without too much nitpicking from us, to see where he leads. I'd rather not dilute his artistic direction with too much "design by committee" so I say, you go with yo bad self, Pureon. Let's see what you can do.
  21. Pretty good. Maybe try to get the corn-rows in the hair.
  22. The overall style is fantastic, m8. A few things about the layouts: I've always felt that the Diplomacy pop-up could be a LOT bigger. The "A N E" for Ally, Neutral, Enemy is very bad for usability. They should be spelled out. Also, for tributes, the player should queue up the tribute, then the money does not get sent until the player clicks a button or close the screen. Same with changing diplomacy. The diplomacy should not actually change until the dialog is closed ('Okay' or 'Commit'). I realize that this is the 'design' thread, but I think these things should be laid out there because they affect the design. As far as fonts go, I think title headers and button fonts can be more stylized, while all the informational stuff remains in a more 'readable' font. Let's make this look pretty and functional all rolled into one.
×
×
  • Create New...