Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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The game only officially supports 1024x768 and higher.
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Hmm, Wikipedia had them reversed. For the pillar, I was thinking something more "peace" oriented.
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The following timeline assumes that the programming required for Beta won't be completed until early 2013 at the soonest. RecruitmentEndeavor to maintain at least 5 active artists on the "official" team and recruit when necessary. Though, never turn down qualified candidates. Adapt recruitment to the new "open source" model (below). The line between "official" team member and "open source contributor" will blur. Embrace it. If there are enough open source contributors, then "Official art team member" may just come to mean "we trust this person with SVN commit privileges." Transition to an open development model for the Art Dept.Make a list of essential art (below) left to complete for Beta (which pretty much consists of the Mauryans, the remaining animal models and animations, and technology icons). (ongoing) Create a secondary list (below) of "wants" that can be completed anywhere between now and Gold: Animations/rig revamp. Updated trees, etc. (ongoing) Decide on the structure of an open art forum, then implement it. (easy) Review threads in the art task manager that can be moved to the new open forum. (time consuming, but relatively painless) Create new threads (for posting progress) and Trac tickets, cross linked, based on the items in the essential and secondary lists. (Make sure to give items the proper ticket priority.) Encourage existing and new art team members and open source contributos to use the new system and Trac. Encourage open source contributions using the same. Essential Art for BetaResources Mauryan Indians civ profile: http://trac.wildfire...Civ%3A_Mauryans Mauryan Indians forum discussion: http://www.wildfiregames.com/forum/index.php?showtopic=16056 Animals List (by biome): http://www.wildfireg...showtopic=15562 Technology Tree discussion: http://www.wildfireg...showtopic=15611 (includes links to outside resources) Mauryan Indians unit textures and unit props. Unit props include: bamboo spears, bamboo bows, various Indian headgear. All of these are super easy and pretty low poly. Unit textures: The minimum is 1 texture for each of the ranks of the 3 citizen units, and then 1 texture for each of the other units. This is easy as well, but definitely takes time. Units List: http://trac.wildfire...NITDESCRIPTIONS Mauryan Indians ships Need to find references for Indian ships of the ancient age. References will probably be hard to come by, so the time frame should be widened to include the Vedic, Nanda, and Gupta eras. Modeled and Textured. Ships List: http://trac.wildfire...A_Mauryans#NAVY Mauryan Indian Structures Again, references are hard to come by. This allows folks to be creative. Again, widen the timeframe for references to include the Vedic, Nanda, and Gupta eras. Modeled and Textured. Structures List: http://trac.wildfire...UREDESCRIPTIONS Animals and Animal Animations The thread here lists all of the animals and their respective biomes. Many animals have more than one biome, though. http://www.wildfireg...showtopic=15562 Technology Icons 20-30 more tech icons would probably suffice for all the game's technology needs. The thread here has links to the various technology documents, including a list of the stat effects and suggested look for their technology icons: http://www.wildfireg...showtopic=15611 Secondary Art ("Wants" that can be completed any time between now and Gold)New dude&dudette models and rigs compatible with Blender are not necessary for Beta (or even for Gold), but highly desirable. If this is done, then decide on a list of necessary and a list of desirable animations. Continue Updating Old Assets Greek special buildings, Dock, etc. Delete old Greek assets and textures. Iberian Corral Britons Fortress. Updated & Additional Gaia Assets The biomes could use some additional tree/flora assets for authenticity. Flora assets by biome: http://www.wildfireg...showtopic=15562 Geology, like rocks/stone, and metal mine assets could be improved or updated with new variations. Updated Terrain Textures Some biomes should get new terrain textures. Biomes that are okay: Desert, Mediterranean, Temperate. The rest could use another pass. Additional Factions *if time permits*. Could put off any number of these to post-release patches or official mod packs. Chinese (as a possible "official" mod?) Seleucids Ptolemies Split Iberians into Celt-Iberians and Lusitanians. This would require lots of research and contributor input. But art assets could easily mostly be shared between the two. UI and Single-player Campaign Assets This depends heavily on what is decided in the coming months and what is possible from the programming department. Unknown Artwork requiredDepends heavily on the new graphics features coming down the pipeline: parallax, normal, and light maps. Milestone TimelineMeet or exceed the following milestones. Alpha 11 (mid-Summer) Rowing animation for Roman Quinquereme. Complete civ profile for Mauryan Indians. 5 more tech icons. Gen_Kenobi's updated geology assets. Don't wait. Get these into the game asap. Start to convert Art Dept over to "open" development. Alpha 12 (Autumn) Complete Art Dept conversion to "open" development. 1/2 of the Mauryan Indian faction complete. 10 tech icons. Complete Greek building update. Elephants rigged and animated. Elephant and War elephant actors updated with these new assets. 5 more other animals modeled/rigged/animated. Blender models/rigs/animations finally sorted out. Planning begun to decide on what is desired and how to integrate these new assets into the game over time. Suggested plan: Start by modeling/rigging all of the desired unit body variations, unwrap them, and commit them. Then over time add animations by unit-type (e.g. spearman/hoplite/swordsman/cavalry spearman/horse/etc.). Once all of one unit-type's animations are completed, convert all of the actors of that unit type (e.g. all spearmen in the game) over to those new models and animations and commit. Over time the old assets will become unnecessary and can be deleted. Alpha 13 (end-Autumn/Christmas?) 2/2 of the Muryan Indian faction complete. Merry Christmas. The rest of the tech icons. 5-10 more animals modeled/rigged/animated Begin unit model/rig/animation conversion. Slowly integrate these over the subsequent releases as suggested above or according to whatever plan is decided. 2013 - Beta and Beyond All of the remaining animals modeled/rigged/animated. New Blender unit meshes/rigs/animations integrated into the game. Old assets deleted. Gaia assets (flora and geology) completed. Can be continued to be worked on throughout Beta. Add new B.C. factions. as time, energy, and interest permits.
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Added many of the ideas and addressed many of the concerns raised: http://trac.wildfire...Civ%3A_Mauryans Another thing to address is the proper accents and such for the specific names. The game's UI supports most characters.
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I think it would be okay for Brahmin priests to defend themselves instead of running away like most other healers, but not be able to attack directly. Celtic Druides get direct-attack ability after a special technology research. Should keep that unique. I think it's perfectly okay for the Mauryans to have 3 "champion" units, since they have a relatively low number of units to choose from. Perhaps use a civ bonus slot for it to balance. An Indian dude with a huge two-handed sword would be awesome. Should include a Bagh Nakh assassin as an Easter Egg unit (even though they would be apocryphal). The champion War Elephant is basically their siege weapon already. EDIT: What is the name of the epic where Yoddhas are first mentioned? That can be the specific name of the Civ Bonus giving them 3 champs instead of 2. EDIT2: Kshatriyas can be the name of one of their Special Techs if we're not going to use it for a unit.
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Thanks for the suggestions/fixes.
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Here's what I made over the past hour and a half or so. See if you guys can pick it apart and add more information: http://trac.wildfiregames.com/wiki/Civ%3A_Mauryans
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Agreed. The civ profile doesn't have to look stunning at first. It can be amended and expanded as time goes along.
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Indeed. I don't think you need WFG's express permission to do things 0 A.D.-related. You only cannot claim to do things in the name of WFG or defraud people claiming to be WFG.
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Lusitanians would be good to add, but there would need to be someone who could help design the civ profile and alter the existing Iberian civ profile to remove the Lusitanian influences (Variato, etc.).
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SWGB was essentially a mod for Age of Kings. But anyway, ignore the mountain thing for now. I'd just work on rock formations.
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About the game roadmap
Mythos_Ruler replied to German Diago Gomez's topic in Game Development & Technical Discussion
Part of the problem is that many on the team are not multiplayer gamers and they are not interested in building a multiplayer-only game. -
What kind of "emergent behavior" is supposed to occur when we place some hoplites in phalanx formation? They'll move slower, and because their shields overlap they'll get an armour bonus. Melee cavalry in a Wedge formation will get a charge attack bonus. All of these things are "hard coded" with the formation, so I'm not sure what you're saying.
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New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
One can be added quite easily, but 95% of it will be covered by the 4 corner buttons. -
The idea for the column formation is that units should move faster in column formation, which helps speed things up considerably... but they're also more vulnerable in Column formation (they have half of their armour while in this formation). Units should fall into Column when tasked to move over long distances, then fall into line formation or battle formation or phalanx formation when they get close enough to the destination.
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New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
It would be great if we could maintain those bevels and drop shadows with the various horizontal bars. -
A nice HD (1080p) video in German: LOL, he gets owned by qBot at the end.
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Maybe someone can help with translating what they're saying?
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We don't have options for AA in our config, but your graphics driver does.