
Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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You'll find a lot of things not implemented yet.
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Each object must be a separate mesh and exported separately ("export selected..." in Max). The "main" mesh should have a dummy helper (named prop_whatever) linked to it where you want the turret to go. Then make an actor for the turret mesh and prop it to the main mesh in the main mesh actor. I recommend opening some other actors already in the game and looking at them to see how we do it.
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I probably wouldn't use spec or normal mapping on these unless you really want to. I put specular on the Greek aspis shields because they are supposed to be bronze.BTW, commit the weapons too.
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Didn't I say we should use the game's current UI and the new website (which is based on the game's UI) as a starting point? And yes, it's a "running system" but the current "history" section in the game is not presented very well at all. A complete revamp is in order.
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Good screenshots, Ludo, from Alexander.
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Yeah, we'll use all of the shapes Enrique modeled.
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I mean the whole presentation of everything. I'm thinking we should mix design cues from the game's UI and the new website graphics.
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I had an idea for the use of Wonders that I think is unique, instead of going the "Rise of Nations" route and giving them all unique special effects and such that would further complicate balancing. My idea is to make them all grant "influence." Essentially, each Wonder has a tech that can be researched once it is built. This is called "Influence", which unlocks three toggle options: Imperialism, Hegemony, Alliance. You can toggle between each one of these, which has different effects on the territory influence of all the buildings on the map (be careful, because each toggle costs resources!). Turning on "Imperialism" increases your own territory influence by +20%. Toggling to "Hegemony" reduces your enemy's territory influence -15%. Toggling "Alliance" increases the territory influence of all of your allies by +10%. This would obviously be a late-game thing, since you would first have to build a Wonder, then research Influence.
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I'd like Enrique to commit them to the game so I can see how they look and come up with some ideas on how many variations we need. We'll definitely need at least 3 variations for each shield shape.
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Fixed.
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Remake/Revise/Redo.
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Well, I think the "History" section of the game just needs a complete revamp.
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Yep.
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Playing Median Oasis 4 or Deccan Plateau, qbot-wc errors commence: WARNING: JavaScript warning: simulation/ai/common-api-v2/entity.js line 279 reference to undefined property this._entity.hitpoints WARNING: JavaScript warning: simulation/ai/common-api-v2/entity.js line 62 reference to undefined property this._template.Health ERROR: JavaScript error: simulation/ai/common-api-v2/entity.js line 62 TypeError: this._template.Health is undefined ()@simulation/ai/common-api-v2/entity.js:62 ()@simulation/ai/common-api-v2/entity.js:280 ()@simulation/ai/common-api-v2/entity.js:282 ([object Object],"4732",[object Object])@simulation/ai/qbot-wc/economy.js:238 ([object Object])@simulation/ai/common-api-v2/entitycollection.js:79 ([object Object])@simulation/ai/qbot-wc/economy.js:238 ([object Object],[object Object],[object Array])@simulation/ai/qbot-wc/economy.js:754 ()@simulation/ai/qbot-wc/qbot.js:132 ([object Object])@simulation/ai/common-api-v2/base.js:147 @:0 I am quite unsure which template it's talking about or what the problem really is.
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We want this to be a purely visual effect. There are still tons of other gameplay things we haven't added yet that will take up the player's time and efforts.
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Right. The units already have the 'shield' prop point on their arm. You just need to export the shield a little bit forward from the 0,0,0 origin.
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I would actually like to have some more outlandish shapes, especially for sea rocks and desert rock formations. I've also been toying around in my head with the idea of adding "quarry" objects to the game like this: http://www.turbosqui...676093/r/3/i/22 Basically, the "rock formations" we have now would be the player's starting mines (and may dot the landscape every now and then), but the real sources of stone and metal on the map would come from large open-pit quarries like above. These would be less numerous and generally stick out of the sides of mountains and hills.
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They look great. The only one I don't like is the Greek one, since it would seem to me that the roof over the well would cover the well when it collapses, so we wouldn't really see the well. Other than that, they look great!
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Enrique.
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If you commit the shield meshes and what textures you have already, then I can make the actors and add them to the units.
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Hero aura/selections
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I really don't like the idea of a "heroic glow" in a game such as this. Made sense in AOM, but not in a game that doesn't have magic. -
http://www.youtube.com/watch?v=P0XPihhc8Tk
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So if you're blue player the background will be blue right? Right. The red there would ideally be player color.
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This one is really nice. But maybe remove the checkered design in the bottom. That's probably transparency.
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Hmmm, I think the gray design at the bottom needs have a little wood grain visible through it like the original.