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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. 7 hours ago, Lion.Kanzen said:

    I say this because I have a conceptual proposal.

    I want to draw an outline of what the campaigns would be like, not the scenarios.

    I mean there will be an advanced learning tutorial campaign.

    Then this will be unlock 3 faction's campaign then this other 3...

    It would be like Starcraft campaigns.

     

    You will start with the Greek colonization campaign Being the same campaign with a proto Ptolemy faction.

    The one about found colonies.

    The Greeks will come from across the sea to Egypt to help the Egyptians.

    The campaign, you will help the Egyptians against the Persians.

    It will be the story of Neukratis And the relations between Egypt and the Greeks.

    This unique campaign will unlock the Persian campaign and will unlock the Greek city campaigns.

    Persia

    Athens

    Sparta

    these campaigns will unlock  the Macedonian campaign.

    Macedonian

    Then the Maurya campaign is unlocked.

    And unlock the first Carthaginian campaign.

    And Diadochi campaigns.

    Then this will unlock the Roman and Iberian  campaign.

    And so on. 

    Such a grande planne™ is fine and all, but would take 20 years to complete. I got time (I hope), but just understand how much work this is. Starting with a tutorial campaign as you mention there is key to such a plan. It proves it can be done and with quality. Personally, I don't want something just thrown together. We are long past putting low quality content in the game. While this stipulation slows things down, it at least keeps the game consistent. So, let's develop a tutorial campaign first. Block it all out, scenario by scenario. Decide what the goals for each scenario are first. Here are some random thoughts:

     

    • It would be a cool "behind the scenes" thing to name each scenario after a piece of music in the game (and then have that piece of music by the first song you hear).
    • Each scenario can be a different faction, so the player can passively get comfortable with the varied factions, at least comfortable with the aesthetics and names of everything. 
    • Each scenario must have a goal in mind and revolve around that goal. "What are we teaching the player in this scenario and what are the steps to do it?"
    • The goals for each scenario should have a natural progression and escalation. Start with basics and work up to higher level things.
    • We can't teach every single UI feature, hotkey, gameplay feature, or strategy in one tutorial campaign, so choices must be made on what to teach and what to let the player discover on their own. 
    • We will need UI code to allow us to highlight things in the UI. Flashing icons. Circle overlays, etc. And the trigger scripts for these things. So, if the narrator tells the player to click the Hoplite button in the UI 5 times, then that button should flash and we have some kind of overlay to highlight it (a circle over it, an animated arrow, sparkles, something). Not only does this help move things along, player will expect this kind of user experience polish. 

     

     

    • Like 3
  2. 15 hours ago, Lion.Kanzen said:

    Trajan-Campaign-1080x608.png

    The-First-Punic-War-Campaign-Map-1080x608.png

    I like seeing it like this, in graphical form which creates immersion, rather than just a list of scenarios as in more modern games. The reason it's no longer done like this is less about and aesthetics than about the fact that it takes time, energy, etc. ($$) away from development elsewhere. Since we don't have a budget per se, the money consideration is taken away and all we need is someone to come along and want to create the assets to make this work, then have a programmer who wants to slap it together. Once the framework is in place, then creating the 2D assets for the maps and icons to click for the next scenario is pretty simple. 

     

    Creating the campaign(s) and scenarios themselves doesn't have to wait for some great UI like in those images in order to commence design and construction. The game already has the "simple list" UI for basic campaigns. 

    • Like 3
  3. On 06/10/2024 at 2:47 PM, Grautvornix said:

    Sure, but first, this is in DE and we should also have it in Vanilla ( I believe),

    I snuck it into Vanilla already many months ago, but only for skirmish maps and players still can't build farm fields in neutral territory to make the feature fully fleshed out. Best I can do on some skirmish maps is place gaia fields that you can gather from once you capture the Farmstead. I don't see much downside to just enabling building fields in neutral territory in the base game. Someone might exploit it somehow*, but we can always just catch things like that and plug the holes. 

     

    *Perhaps place a Field foundation in FoW and when it gets destroyed you know an enemy is there. I don't think that would give much intel though, because it could just as easily be a single scout cav, so the intel could be dubious or misleading at best. So, this edge case isn't worth denying a feature for. 

    • Like 1
  4. 15 minutes ago, Grautvornix said:

    @wowgetoffyourcellphone: not so sure the player base would revolt if that feature was not totally banned. Should we instead consider incentivising the distance to the next own CC? (or ideally create different levels of farming effectivity depending on the soil type, my little dream, just cannot do that) 

    DE's farmland feature is the easiest way to do it, as it requires no new component code except maybe some QoL stuff.

    • Like 1
  5. I hate it because I'd rather farming be something out away from the center of town. Obviously, it's more efficient to farm around the CC for various reasons as the current game design stands, but to me it looks so unnatural. I'd like to change that, but I'm sure the current player base would revolt.

    • Like 3
  6. A really nice close-up look at the Greek buildings (Mythic Age textures).

     

     

    What I notice right away is that they don't bother trying to "infer" detail in the diffuse textures. If a detail is smaller than a texel, then they don't add additional noise by trying to infer it. They don't try to "bake in" extraneous details and shadows. They also let the normal maps do a ton of heavy lifting. Those things combined with really good AO makes everything pop. The lack of "noise" in the finished products makes everything look new and fresh and professional. 

     

    Honestly, a lot of 0 A.D.'s legacy assets (specifically textures) fail at this. I wish we had more manpower to comprehensively review all of our textures, identify the problematic ones, and update them. 

     

    And now Atlanteans. :)

     

     

  7. 22 minutes ago, Gurken Khan said:

    I think placement in this case was fine. It's just that that chicken was strolling in 'n out that corner of the CC.

    I've noticed things like this too, like builders walking through a house after building it. I think if an object is spawned within an obstruction, it then ignores that obstruction for the duration or until it can exit again. It's an odd bug that's kind of an outlier. 

  8. On 11/01/2024 at 2:58 PM, nifa said:

    While the model looks perfectly smooth in blender, I keep having little dirt and visible edges in atlas. I wonder what could be the reason? My normal and diffuse seem to be clean. Might have something to do with the smooth shading. What is the right material to use?

    1071092011_Screenshot2024-01-11205426.png.e2174c98218393da82ce7de74080170e.png

    1167549594_Screenshot2024-01-11205446.png.17606fc15f1dd553b7c5add42fbe0b72.png

    FIXED by inverting the green channel again (like with the Colossus statue)!

    In its current state, it's already perfect for DE. I can scale it in Blender how I wish. 

     

    One last request. Would you be willing to create a "modesty" prop for the EA version, like you did for the Colossus? Just re-using the cape texture, etc.

     

    • Like 1
  9. On 01/02/2024 at 12:14 PM, nifa said:

    So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player.

    796229567_Screenshot2024-02-01182119.png.0a7172debce615a326cd643ef1b9a887.png

     

    like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking

    1144998241_Screenshot2024-02-01174937.thumb.png.5e9766b186afefadeffda31fd57a7f1b.png

     

    The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better.

    sele_cult_statue_diffuse.thumb.png.6b3fd47d07692d4dcc07a33c20d06b79.png

    also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone

    Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it:

     

    How is this going? I remembered that this was very promising! I'd like to use this to replace the Apollo statue in the Seleucid wonder (for the main game), and then a slightly bigger scale version for DE's Seleucid Cult Statue. 

    image.png

     

    • Like 1
  10. On 23/07/2024 at 4:40 AM, BeTe said:

    No one even playing it? Don't you test it by playing against real players? :D

     

    On 23/07/2024 at 8:59 AM, wowgetoffyourcellphone said:

    Nope! 

    DE currently causes a hard crash when units build siege engines. This is a known bug in the game's code, but I don't know when that'll be fixed. 

    • Like 1
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