Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    11.278
  • Joined

  • Last visited

  • Days Won

    578

Everything posted by wowgetoffyourcellphone

  1. Run looks good. I think when animals walk though their legs get fully extended.
  2. This is definitely a good solution. As a writer, I just hate having no full-stop at all.
  3. Perhaps I'm necro-posting here, but I've always preferred cleaner in-game UIs without numbers everywhere. I'm a vibe player and don't drill down on numbers too much, especially when the game is real-time and fast-paced like 0 A.D. is. In single player, one can read read read to one's heart's content, but in the heat of battle I really don't want numbers bogging me down--only the performance and abilities of my troops matters. What they are good at. Who they counter. What they don't counter. What counters them. In the Unit Viewer we can pack as much information as possible, but in-game, I'd personally prefer minimal, which is what the current layout, more or less, provides. I have my own quibbles with the current UI layout, but those are mostly with the popups -- the unit viewer, the tooltips, the diplomacy screen, etc, which can all be vastly improved. Here I've been (for the 70th time) working through some tooltip layouts: We could definitely post more threads on the various UI topics and I'm more than willing to mock things up. It would be nice @Atrik if with your skills you'd be willing to mock up some working examples from what we discuss. It's something I think we could start to transition to Gitea with @Vantha and others. I think it's high time we actually, truly improve the UI in these areas. Add some real polish if we're ever to put this game out to the wider world on a platform like Steam.
  4. What think? First proposal on 4/5/2026 EDIT: Latest iteration. 4/6/2026 Technology Tooltip 1. A thematic, but readable header font, 2 points larger than the game's current header font. 2. Cost moved to the top. 3. Lines spaced out slightly for readability. 4. Effects text bolded for readability. 5. Bullet points for organizing the effects. 6. Tech portrait added @ 100x100 px.
  5. I think they just want a standard layout for the icons as they currently exist.
  6. I think the tone was that it was a deliberate choice or design decision. It was not. Or, rather, the decision was "good enough for now" several years ago.
  7. The tone here is incorrect. Sometimes things don't get designed efficiently because people focus on other things. I do like the idea of 'standard' positions for things though.
  8. I don't see how this is such a "huge" concern unless we try it.
  9. How is the game supposed to know that you don't want those units to go to your chosen rally point?
  10. Agreed. I may introduce a Pull Request for it and get rotting into r29. It adds another interesting dimension to raiding and honestly, it's a pretty much expected feature for those familiar with RTS.
  11. That's because you've set a rally point to wood.
  12. Perhaps variations with or without the 2nd roof? Animations sound very nice too. Don't forget to use the parallax material for those actors with _struct textures (see the rooftiles, for instance).
  13. Nice. I like the real windows. I also like the hanging winch.
  14. It's hard to know what is possible. Gotta dig through components and JavaScript which is not always intuitive for laymen.
  15. I'm thinking a vertical "twirling" animation--which should be very simple--would really sell it.
  16. I've started adding "Wonders of the World" discreetly to the game. There are several more in DE. I'd like to have a "Wonder of the World" game mode, similar to "Capture the Wonder" or "King of the Hill" in other games, where the script places a gaia-owned Wonder in the center of the map and the player or team who captures it either gains victory (after a designated time) or gains some kind of large benefit. We can retrofit the random map scripts to allow for the mode. In DE, I've kind of done it as a proof of concept on a couple skirmish maps, but I don't have the scripting knowledge to make it into a mode, let alone add it as an option for RMSs.
  17. They are not a realistic size any way you slice it. Neither is anything else in the game, now that I mention it. The only real reason to keep them "large" would be for turreting troops on-deck, but it's debatable whether that would be a bridge too far in the APM department. Maybe I'm nostalgic for the old Age of Empires: Rise of Rome deathmatch naval battles of my youth, when we'd all pick Greeks, Phoenicians, or Minoans and have 100 juggernauts per player duking it out on 'small islands' maps.
×
×
  • Create New...