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Sturm

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Posts posted by Sturm

  1. Hello everybody! Well... What do you think of a new game mode based on the seven wonders of the ancient world? I thought of the following: 7 unique maps, one for each wonder, in which you can only have one player and there would not be, at least initially, a computer controlled enemy civilization. The challenge would be to sustain the construction of the Wonder building by generating resources and obeying a timer. In a way, it would be a way of playing 0 A.D. without any battles, but still having fun and with the possibility to establish rankings. But how?

    1 - Each "Wonder" would have a unique map, and the area where the wonder would be located would not be a walkable/interacting area. It would be a somewhat isolated area of the map, in which the wonder would be presented in some construction phases (I don't know... 3, 5, 7, eg?), but in a very huge, imponent and detailed scale.

    2 - In order to effectively build the wonder, there would be hard and progressive criteria of construction costs, plus a timer to make things difficult.

    3 - At each stage advance, the game presents a "break" using a pre-established cinematic camera and a specific incidental song, focusing on the Wonder itself, as if it were a "prize" for the player.

    4 - At the end of the last phase, when the wonder would be finally ready, it can be the initial of a real final phase, with a pattern of gradual increase of the demand for resources by the Wonder, and the funny thing would be in two aspects: not being able to sustain the cost of production, which would invariably happen at some point, the player will watch a final pompous cinematic video, with an equally pompous soundtrack: the Wonder crashing and an epic "game over" warning. In addition, it would be possible to rank how long the player was able to keep the wonder standing in the final phase. Assuming that all players would have identical playing conditions, we could have an online ranking: how long did you last in such final phase? :)

    What do you think? I imagine that the biggest challenge would be for the designers, as this game mode assumes the designing the buildings of the seven wonders in a more detailed and greater scale than the usual buildings.... besides more "construction phases". In the other hand, since all these Wonders would not have to interact with the characters in the map, I think designers could easily let your imagination really flow, and create things such a really giant Colossus, on the edge of a port in Rhodes. :)

    • Like 1
  2. Well, all this discussion inevitably suffers from a good deal of subjectivity. But, pls, allow me my "50 cents" ;)

    1- As subjective as it may be, it may be good to try to establish at least 3-5 evaluation parameters (not fixed or silly rules) for a good map in order to make the process less subjective. Anybody wanna try?
    2- It would be nice to have a parameter of numbers that we want. What would be reasonable to present to the "standard player" inside the vanilla game? Maybe 4 types of maps with about 30 maps each? So, we would be talking about 120 maps, which corresponds to a lot of time of gaming and discoveries ... To me,  90 maps just in the "random maps" is something "over" and not very useful for a new player...

    3- I think, and then I do not know the technical difficulties of this, that extra maps should be offered just like the mods, via a "download tab". Perhaps even with the possibility of evaluating them and, over time, migrate the best-ranked maps to the vanilla version.

  3. 4 minutes ago, nani said:

    Removing old maps sounds wrong, placing them under an "old" filter  would suffice. Not like they weight much anyway ^_^

    Obviously, I find much value in the past work of the community, but I disagree that all work dedicated to the game should remain "ad eternum" on the vanilla version. It seems to me not only desirable but something to be expected in the context of collaborative work. We could have a repository of maps to be downloaded, but the vanilla version of the game should be curated, refining the maps with each new version.

    • Like 4
  4. On 4/7/2019 at 11:53 PM, Sturm said:

    Hi everybody! After all these excellent updates from the various artists, inside this game community,  maybe it's time for a task force to update the game maps? Maybe also to review the various old maps and.. eliminate some of them?! I believe that the most recent quality parameter for maps is higher than the parameter adopted during the game development primordium.

    Hi again! Seeing that the idea above seems to have been well accepted, how about opening a specific ==Task== topic for this? I, particularly, do not feel comfortable for such a task, I am just a novice bard, lol. But I am sure there are experienced players and developers who, along with the community, may try to establish some principles and parameters for good maps and clean up the map base. Sometimes less is more. :)

  5. Hi everybody! After all these excellent updates from the various artists, inside this game community,  maybe it's time for a task force to update the game maps? Maybe also to review the various old maps and.. eliminate some of them?! I believe that the most recent quality parameter for maps is higher than the parameter adopted during the game development primordium.

    • Like 4
  6. 37 minutes ago, stanislas69 said:

    Hello Sturm,

    Thanks for your initiative. Why do you think wikibooks is a better solution than our own wiki on trac.wildfiregames.com ?

    2

    I do not think it is a "better solution", because I do not think they are exclusive. I see value in the initiative, even when there is some degree of redundancy. I think that Wikibooks can still attract a number of editors (people contributing) immensely larger than the 0 A.D. Trac, as well as being easier to edit and it already has a vastly accessible collection of media files on Commons, ready to use.

     

    https://commons.wikimedia.org/wiki/Category:0_A.D.

  7. Hello everybody. A long time ago I suggested here a possible entry on 0 A.D. on Wikibooks Wikimedia project. As nobody felt motivated to do it, I started it this week.  The main idea is, throughout the chapters of the book, allow people to know not only the characteristics of the game but also a little of the history of its development, its technical challenges, and attempts on the adequacy and fidelity to the historical aspects, as the game put a strong emphasis on historical accuracy.

    In order to follow the rules of the Wikibooks project, the book does not intend to be a strategy guide and/or a walk-through.

    So, it is a start. I think it will be funny to write about the project in a way different from what we can get on Wikipedia.

    https://en.wikibooks.org/wiki/0_A.D.

    Regards,

    Sturm

    • Like 2
  8. Hello guys. Just thinking around here ... What is the level of technical difficulties of using Pyrogenesis, Atlas and/or tools like YAMG to auto-generate a 3D render of OpenStreetMap (OSM) maps? Something like CityGen 3D, for example.  FlightGear, an open-source flight simulator is able to use OSM data to build scenery; the same for SuperTuxKart, X-Plane and the freewebcar chung  game.

  9. First of all, congratulations on the excellent 3D modeling work. You really are an artist! However, let me also say that in the case of textures, the buildings seem to be ... I do not know if I can explain it well ... but they seem to be "too brand new" ... the buildings appear "not to fit" in the scenario... Maybe it's the colors, maybe they lack a bit of "dirt" on the walls or in the areas near the floor, more color variations...
     
    Regards,
    Sturm
    • Like 3
  10. Firstly, congrats on your amazing work! But one question: how will these new trees be incorporated into 0 A.D. old maps? Will we need to redo some maps? When there is more than one model for the same tree species, is Atlas Map software able to randomly distribute two or more of them?

    Ah, on request! ;)  I think artwork just like yours really enriches the game. Please consider upgrading and creating new rocks, mosses, ruins, dead tree trunks and all sorts of things that may appear in the game's usual scenarios. 

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