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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Unpinning this for now, since development seems to have been stalled (and we have too many things pinned already). I can re-pin the topic if development resumes.
  2. Whoa! Is that a "shadow glitch"? Looks like a terrain blending problem. Maybe both.
  3. I like the flying embers. I was thinking of doing something similar. I agree it looks better in motion, but you're also right that it doesn't look quite right for a smallish fire.
  4. To be completely honest, I think the smoke in the game now looks more realistic than Strongground's changed smoke.
  5. http://en.wikipedia.org/wiki/Wilhelm_scream#Usage Not sure what this tells us regarding copyright.
  6. Perhaps hoovering over the icons could tell you what techs have been applied. Hover over the swords icon to see the techs that have modified the attack stats. Hover over the shields icon to see what techs have been applied to armor stats. Hover over the health bar to see the health techs applied, etc.
  7. This is excellent, Quantum. The kind of thing I was hoping someone would do... take my ideas and improve on them. I too did not prefer tabs, but it felt like we needed them in order to fit everything everybody wanted into the UI. Your mockup looks great for the center panel. For multiple selected units, the center panel would probably look very much like we already have. As far as formations and stances go, I think they will look a lot less crowded if we just pared down the number of formations and stances like we've been planning to do. Stances pared down to: Aggressive, Defensive, Stand Ground. Things like "Avoid" or "Idle" would just be rolled into the standard behavior of certain (usually support) units. Formations, I would like to get rid of the selectable column formations for one thing, since "column" would just be the default formation for moving over long distances--you'd never actually need to select column, since it happens automatically. So, we can get rid of those. So yeah, I think we should refocus the design discussion toward making the current general layout work better. In the end, then, we can give the player the option of placing the UI in the middle, or left and right corners. A fourth option could be "spread" where the UI panels are spaced out along the bottom of the screen.
  8. Sorry for the late reply. The past week or two has been crayzay for me. All right, so what we usually do is ask art applicants to create 1 sample project based on our requirements and critiques. So, we come up with something that you'd be willing to create, you build a first draft, we give you feedback, and you revise, and the cycle continues until we have something everyone's reasonably happy with. We've found this works rather well, and it also mimics how we work as a team.So, is there anything specific in this list that you'd be willing to take a crack at? - 3D Biome assets, such as rock formations, trees, animals (+animations). - 2D Biome assets, such as high quality terrain textures. - Low/Medium poly buildings for civilizations, such as the Mauryan Indians. - GUI design and textures. - Single-player campaign assets, both low and medium poly. - Human bipedal animations.
  9. It would be an awesome addition if it was given a low priority so that it only happens maybe 1 out of every 1000 deaths or something. lol... Like a little Easter Egg hidden in the game.
  10. I find the APM video kind of ridiculous. I propose that we do not have an APM counter for 0 A.D.
  11. Hi, Noel. Great application. As far as icons go, we need tons of technology icons for the game. So yeah, what Pureon has shown you there, if you could try your hand at attempting to make something like those that would be great. We're also looking to make new units textures for a Mauryan India faction too, so if you're interested in unit textures for soldiers, then show what you can do there.
  12. Agreed. I think the land units that need it most are Rams and Chariots, and then other cavalry secondarily.
  13. Numidian cavalry skirmisher, Numidian Legionnaire, and Numidian War Elephant come to mind.
  14. Best to just jump onto our IRC channel or arrange a time on the IRC channel. It has a good logging system and multiple team members can chime in as well. http://webchat.quakenet.org/?channels=0ad-dev
  15. Right, but the way the game works doesn't really allow the AI to do millions of things every seconds. The AI is constrained by the limitations of the game. 1 computation does not translate to 1 command. The human brain does millions of computations per second too.
  16. Right, I could see "weather" being used to add ambiance. I can't really see weather affecting gameplay in a big way though.
  17. Sounds kind of like cheating to me... The AI doesn't get to pause the game and all that jazz.
  18. With the "tech tree" method, the user will have to go to a completely separate screen away from the action. Can't get more distracted than that. There's also the problem that the same arguments you are making could be made for unit training. I was never confused when playing AOM or AOE... They would be completely different screens. I don't see how they could be the same screen. This would be a good enhancement if we went with the Tech Tree method, I grant you. (We already have an icon that would work for this.)
  19. The huge problem with the tech tree idea is that it is not integrated with the game... at all. It's just this extra layer. Selecting the building to research the tech integrates the procedure into the rest of the game.
  20. Unfortunately, I'm not a graphic designer. Maybe we can get Pureon to work his magic on the texturing and graphic design of the UI once we decide on features and placement. The guy is a beast.
  21. I only care about the general design and placement of features for now. The UI you show there does not show unit stats. Nor does it have room for soldiers to build buildings or use formations or use stances as far as I can see.
  22. Let's list the problems with the current GUI: Not modular, making it difficult to eventually have configurable UI options. Doesn't easily show the basic stats of the selected entity. Technology progression is hard to see. Doesn't handle different resolutions well. Tooltips obscure the UI/queues. Cluttered Stances/Formations. I believe the mockup I am posting here addresses some/most of these issues, but we can discuss them further. Not modular, making it difficult to eventually have configurable UI options. This UI has modules that can be configured with different behaviors through an options screen. On the left is the Selection Module, showing the selected entities. In the middle are various tabbed modules based on what kind of objects you have selected. On the right is the Minimap Module with various buttons. [*]Doesn't easily show the basic stats of the selected entity. This UI gives plenty of room to show the raw stats of the entity selected, however we decide to show those stats. [*]Technology progression is hard to see. With tabbed modules we can have plenty of room to show the progression of techs from Village to City phase. [*]Doesn't handle different resolutions well. In higher resolution environments (1600x900, 1920x1080, etc.), the tabbed modules can be arrayed horizontally at the bottom of the screen, filling in the empty screen space. [*]Tooltips obscure the UI/queues. This mockup shows tooltips with a 25% transparent background. It also adds resource icons. [*]Cluttered Stances/Formations. (Not shown) Stances and Formations can have their own module in the Unit UI, giving plenty of room.
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