
omicron1
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Easy! Have the terrain extend with a random perlin effect (which modifies a simple "clamp" effect of having the current height/texture continue to infinity) to the edges of the LOS in all directions. Maybe have it computed at map design times, by adding a screen-width "border" region to the map terrain. Then darken all colors beyond the map region by half, or simply add a colored border around the edges. This solves both problems: It clearly defines the game area, and it is much more immersive (by dint of not ending abruptly in darkness or visual artifacts) than the typical approach would be.
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Bonus: 0 AD is the "still picture" on the indie contest front-page.
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Go for a non-Greek name! How about "Alpha 3 Clannad"?
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Here's a thought for y'all... As well as the attached-to-buildings beautification objects, why not have some that spawn around buildings based on a pseudointelligent algorithm to create the feeling so common in promotional screenshots and so lacking in gameplay ones of a functional town? Things like, say, a fence around houses at the edge of a village facing away from other buildings... a little dirt trail between a house and an adjoining work building... a bush between a house and an adjoining warehouse or other industrial facade... basically, just spread out the detail objects over time.
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Jus' waitin' on a go-ahead from Amish/Feneur.
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Got it. I'd just made a running animation, so much to do still.
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I'm guessing the other needed animations are: 1x run 2x attack variations 2x die 1x walk Possibly also an "eating" animation if you want it to interact with other animal NPCs.
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http://www.mediafire.com/file/h5ihkwco65lo...ow_rigged.blend
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Lion has been rigged. I'm going to make an "idle" animation of 30 frames, then upload the blend so y'all can try it ingame.
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Ok, any specific guidelines for rigging/animating? (Bone count, animations required, animation length, etc?
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I don't see the attachments. I see pseudo-html.
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Uh, what? Lioness.zip?
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I'd suggest an "overview" icon. EG, rather than just having a set of icons for each unit, utilize a larger icon that contains a representative icon: say, if you have only/mostly horse units, a picture of mixed cavalry shows up. This allows at-a-glance identification of a group or hotkeyed-group's intended purpose - much as the hotkey-group banners in Age of Empires 3 did. The health bar on this icon should be an average of all the selected units' health. This is important - it provides visual information on the overall state of the entire selected force even if a large number are selected. Pos
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Ok, I might be able to handle some of the animating. I've done a bit in Blender, so if those lions are in a .blend compatible format, could ya send them my way/direct me to where they are in the source tree?
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A thought: The metal/stone deposits don't really stand out on all maps, especially visible in the valley 1 screenshot above. I'm not certain what you could do to highlight them; what AoE3 did was to place a dirt "rim" around any resource outcrops, separating them visually from the surrounding terrain.