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omicron1

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Posts posted by omicron1

  1. Ok... it's been a while since I read this topic; it seems I missed a lot.

    To answer your questions:

    ->Belisarvs:

    DoC uses OpenGL for its 3d rendering, and DirectX for its interface. (A product of the tools used to create it)

    It will be Windows-only, unless you get it running under WinE or somesuch.

    Until recently, I've been using a modeling/animation tool of my own design; however, in the last month or so I've switched to Blender for most of my modeling work. (It's free and works reasonably well; unfortunately, its SMD export functions ...don't exist in any functional form.)

    ->Soty:

    I myself use something called Game Maker (somewhat simple, but it allows for extremely fast development times); the WFG people most likely use C++ or something similar. If you're interested in beginning game development, I would suggest Game Maker.

  2. This is a little project of mine that I am trying to make more public.

    What is it: Dawn of Civilization is a mixed-genre RTS and CBS; that is, a combination of Pharaoh and Age of Empires; set in the classical era (in other words, from 6000 BC to 0 AD). I have been working on it (alone) for six months now, and it is approaching alpha status.

    Main features:

    * City-building and RTS gameplay elements. Winning in DoC requires that you keep your citizens content, build a great city, and then conquer your foes. This focus on both elements of strategy extends from the concepts of supply for your troops to buildings' need for workers. In order to win, you must build an army. In order to have an army, you must have an economy to support it. In order to have this economy, you must advance in era from a village to a city. In order to do this, you must keep your citizens happy.

    * Advanced tactical strategy.

    ** Your troops require supplies (shipped from your town on mule caravans) in order to fight well. Disrupting these supply lines can turn the tide of battle before it starts.

    ** The RPS core of combat is assisted by critical hits (for instance, an archer has a 1 in 10 chance of doing 10x damage with his shots) and multiple types of damage. (For instance, researching fire arrows might give your archers a bonus versus houses and leather armor, but might at the same time lessen their damage against well-armored units.

    ** Morale, both long- and short-term, carries heavy implications in combat. An unhappy populace produces unhappy troops, who are apt to fight poorly and/or run away. At the same time, the sight of terrifying war machines like War Elephants, or heavy losses, may temporarily shift unit morale, perhaps causing a mass rout.

    * One-faction "define-as-you-play" setup. While every player starts with the same faction at the beginning of the game, choices made when you advance in era will greatly-differentiate your civilizations. A player with many resources nearby may choose to be a Settled civilization focused on Defense, while a player without these same resources may make a Nomadic civilization with fast cavalry designed for raiding. The ability to drastically alter your civilization as you play means that no player need be stuck with, for instance, the Phoenicians (AoE civ) on a landlocked continent.

    * A focus on atmosphere lends the game a raw, natural feel.

    * The user interface is designed to eliminate much of the need for hotkeys. It combines an intuitive "building tree" with a unit tab which allows you to build units from wherever you happen to be.

    Images:

    minimagemilitaryox9.jpg

    Above: An image of some soldiers and a first-Era Town Center.

    reflectionru3.th.jpg

    Above: An image taken while I was adding water reflections to the game engine.

    I hope to finish DoC within two years' time (at which time it might run reasonably fast on modern computers) and seek publication.

    If this topic doesn't belong here, tell me and/or remove it.

  3. Je sais un peu de francais; s'il vous plait, je puis traduire 0 AD a Francais... (I know a little French; if it pleases you, I can translate 0 AD to French...)

    More specifically, I know French grammar well; which, when coupled with my (somewhat limited) vocabulary and a French-English dictionary, would allow me to translate almost anything.

  4. Those. Buildings. Are. Amazing.

    They make AoE3's buildings look like Empire Earth... and they even best Rise of Nation's 2d rendered buildings.

    Also, amazing palm trees. Finally, some game got them right.

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