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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I am curious how knowing the prepare time will benefit the player in any way? Will uber players choose one unit type or another based on prepare time? Average players won't. Information overkill is a thing.
  2. I was thinking kind of a diorama of an ambush site. A U shape of earthworks and palisades with a bunch of Roman bodies and equipment piled into the cup of the U shape. And then behind it, you see sacrifices like what you depict in your image.
  3. I think it would be easy for non-animated objects, like randomly scaling trees for example, but not for units which use boned animations.
  4. I think the way they animated units back in the old days more easily allowed for scaling. I don't think they used skeletal animations back then; the animations were baked into the mesh or something (I forget the details, but the method is different than what modern games do).
  5. A few concepts of the Grove of Fetters and maybe the Aftermath of Teutoburg Forest could help.
  6. 5000 could be okay. That's still only comparable to about 3 or so fully propped units. Static geometry with no transparency is pretty cheap to render. 1600 triangle units (including helmets, shields, weapons; cavalry are even worse) with transparent feathers and boned animations and pathing, and a dozen prop points, etc. cost a lot more resources for the game to render.
  7. I would wager to guess most players (everyone not in the top 30 or 40) do not play the game thinking of it as a large spreadsheet meant to be deciphered in the most efficient way possible in order to maximize positive outcomes within time-frame blah blah. If a unit is effective in a certain situation, then players use that unit in that situation. Most will not care to perform deep statistical analysis on the fly (or even beforehand). The goal is to make the unit behavior intuitive to most players and we do so tweaking a dozen different stats that most players don't need to know in order to play an effective and fun game.
  8. Oooh looking very nice. How many triangles? Should probably keep it less than 3000 or so.
  9. 1.35 sec repeat time at 13 damage. Quick, what's the dps? What's more important?
  10. I feel like that's getting pretty far into the weeds as far as differentiation goes. Especially when the visual differentiation is lost in the chaos of firing at will.
  11. You are free to make 1.67% and 2.21% adjustments ad nauseam. But I never said changes wouldn't need playtesting. Of course.
  12. Meh, just go for 2 seconds for all ranged units for a standardized look and easy DPS calc.
  13. Indeed projectiles in Vanilla are ridiculously fast, you can't see them half the time.
  14. Working on a new Savanna biome. Will have Wet season and Dry season like the other one. Improving the assets too, such as stones and rocks.
  15. We just have to make an executive decision and choose a number of levels. I think lowlands/midlands/highlands is more than enough abstraction levels.
  16. Tighten up the accuracy slightly to take the edge off this? Regardless, I think it's worth a shot.
  17. The original idea was to integrate biomes deeper into the workings of the game. That way, things like what you propose could happen. I was just saying that the concept art looks like a generic blockhouse or something.
  18. Perhaps the Grove of Fetters can be depicted in some way, or the aftermath of Teutoburg Forest.
  19. For me, I'd like to see fewer arrows in the game just in general, and make each arrow more impactful. This would not only reduce the cacophony of sound during battle, it would help reduce range queries immensely. DE already does this (people ask why DE runs better while looking better than the base game; this could be one reason).
  20. Do you want to do it @Lopess or me? If we both do it, there will be a conflict when committed. lol
  21. Looks like a blockhouse kinda. Basically a small fort or big tower.
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