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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I always thought "Royal Kurgan" would make a great Scythian wonder.
  2. All of that is true, but to have yet another unit type seems overkilled. Could just have a "Siege Engineers" tech that unlocks building field artillery with soldiers.
  3. That's very true, unless you slow everything down, which we don't really want, I presume.
  4. Yeah, you have to make judicious compromises.
  5. I'm talking about how to integrate the marketing/influencing into the release schedule. It's all related.
  6. Or something like this: Day 0: Feature freeze Day 3: String freeze Day 6: Translation freeze Day 6: Commit freeze Day 7: Packaging Day 8: Release Candidate early access to community partners Day 15: Final bug and balance review (based on feedback from partners) Day 20: Final Fixes freeze Day 20-21: Re-Packaging (if necessary) Final Release Candidate released (if necessary) Day 23: Release There you have 15 days between when community partners are informed of the pending release and given early access and final release "to the public." It also has a built-in 12 day window for final "oh @#$%" fixes.
  7. This process here could be updated to include the PR things each release needs. https://trac.wildfiregames.com/wiki/ReleaseProcessDraft I think between packaging and release there should be a 2 week span of time that our community partners get "early access" to the release candidate. We then (respectfully) ask for an embargo until release day. 2 weeks gives enough time for playtesting, video creation, written copy to be made, etc.
  8. Hmm, I guess it depends the exact number of bushes instead of patches.
  9. Here are some examples: Desert/Saharan starting area Expansion. You can see this is an area that would be good to build another CC. On this map it's guarded by creeps. Temperate starting area. The stone mines in the rear are enough for roughly 2 "large" individual mines. You see 2 patches of berries, a boar, and a small herd of deer, with more animals just outside the territory.
  10. It's hard to gauge exact resource amounts in Atlas, as that info isn't displayed, but I would say you'd want 2 large stone mines and 2 large metal mines within the starting territory of each player, then you'd want about 3 of each for each player scattered around the map, roughly equidistant. Berries, you want probably 2 patches of 4-5 bushes each in the player start territories, and then maybe one more patch for each player somewhere nearby outside their territory. Probably 1 boar and at least 5 deer/gazelles in the starting territories and probably at least 20-ish more animals per player around the map. For trees, for a desert map at least 30+ in the starting territories, and then some patches and stragglers here and there, very sparse. For a jungle or temperate map, the sky's the limit on the number of trees you place. More in a jungle setting, of course, but in both biomes trees should never be an issue. Keep in mind, players need space to build, so don't let there be too many stragglers blocking up too much building area. A good idea would be to design "expansions" for the map, essentially areas where there's an "orgy" of resources around a nice open area good for planting a new Civic Center for... expansion. This is a Starcraft-ish concept. On each end of the spectrum, Desert/Polar maps have more stone and metal, while jungle maps have more wood. Polar/Jungle maps have more berries and animals, while Desert has fewer berries and animals. Temperate is the most balanced of all maps for resources. In Empires Ascendant, there's a weird tendency to put a large stone and large metal mine right up next to the starting CC. If you want to continue that trend, feel free. However, I feel it's more interesting for build orders to put those starting mines a little further away from the CC so that the player must choose to build a storehouse or just eat the shuttling time.
  11. "Alpha" is supposed to convey an 'unfinished' state. While Beta is supposed to convey a 'mostly finished' state suitable for final testing. It really doesn't help matters that there are WFG devs who disagree with even this very simple distinction. So, the messaging is muddled, but I personally think the term "alpha" is very appropriate. I considered a more modern term like "early access", but what kinds of connotations does that term convey?
  12. A24 dropped just like every other 0ad alpha release. People just got too used to the status quo, not understanding this is an alpha.
  13. I would say to help with scale, just make sure the doors are the same size as the other civs. I think this all looks great. I think the arch range looks a little big. A for the stable I think you can get rid of the little section on the left.
  14. Perhaps siege engines should be built by soldiers. Either after researching a tech or unlocked by building an Arsenal.
  15. Ah yes, you're right. I guess my request is more for mods then. Although who knows what folks will want to do with techs in the future.
  16. Agreed, 0 A.D. used to have it's own Youtube category page and everything.
  17. I would like to see a standard PR release schedule designed and layed out for all upcoming releases to use. A roadmap, as it were, for the team's volunteer PR dudes and dudettes to follow. Make it easy on people. Just follow this roadmap (with your own twist on it) every time. I know the game release has a roadmap already, but a specifically PR roadmap I don't think exists. Y'all have an opportunity to develop that right now, in a nice easy Outline format. There are months to go before A25 is ready.
  18. The Big Screenshot (Shift-F2) is much improved, outputting a 4K screenshot in BMP format. I was wondering if there were things other people wanted to see improved for screenshots.
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