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Everything posted by Kimball
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Good to hear from you again Jason! Yes, the amount of donations we've received in this sort amount of time is rather shocking, really.
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I meant that so you can throw together an outline for a building set that fits in seamlessly with the current game (that way your faction(s) can play against the original factions).
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0 A.D. Fantasy Mod (Was: "Just wonder.....")
Kimball replied to kkaallllee's topic in Game Modification
At one point, TLA was relatively solid in its development. Being that it depends entirely on the completion of 0 A.D., however, the team has drifted apart, hoping to regroup after we've released the game. -
If you want a list of all the buildings, we've got one for you right here. (Alternatively, you can check out our Design Document, detailing all units and buildings for all factions).
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Yes, it appears that we haven't updated the link or the button image yet. The good news is, you've downloaded the right version (because both links go to the 'latest download' page).
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If the file extension is '.dae', you should be able to import them straight into Blender (File > Import > COLLADA). If it's .pmd, you'll have a much more difficult time - we used this format in the past and have since dropped it. If you do enough research, you might be able to find our import scripts for the format.
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1. Control groups are on the way! They've been in the design documents for a while, they just haven't been implemented yet. But yes, we do need some efficient hot keys up in here. Hotkeys make this possible: YbpCLqryN-Q 2. We do have double-clicking to select objects of the same type, as of alpha 3. Check it out! I believe we do have eventual plans for splitting/duplicating build orders when multiple buildings of the same type are selected (but you're right, not yet). 3. Neat idea. 4. Remember that this is an alpha release. In the future, what buildings (and as a result, what units) you'll be able to construct will be limited by what phase your settlement is in - Village, Town or City. You can expect balanced gameplay to be introduced come our Beta releases. Until then, our releases will serve only to demonstrate a current snapshot of the developmental process. Thanks for your feedback! We'd love to hear more about how we could potentially improve 0 A.D.!
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Yes, the reason why this isn't a proprietary feature to begin with is because the game isn't really all that pretty from 5º pitch.
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/binaries/data/mods/public/art/meshes/ Hunt around in there. You'll find what you're looking for.
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In that case, it's not for you to worry about. You'll have wait for Atlas to come to further fruition. We do have a few Atlas features planned for Alpha 5 (though that is several months off), so there is potential for cinematics to slip in soon after that, though we don't have specific plans for that in the near future.
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Takeover buildings?
Kimball replied to kkaallllee's topic in Game Development & Technical Discussion
Your English is fine. It would definitely be feasible to include a well-balanced and polished map with the game. As for coding, you will eventually be able to do most of the things I talked about with our trigger system. These will be written in XML, and as such should be relatively easy to understand, modify and develop. If you're not familiar with it, it'll be very similar to the system found in games like Age of Mythology and Age of Empires. Triggers are basically if/then statements, such as this example of some sort of healing area: IF unit is [certain distance] from [certain point] THEN increase unit HPs by [certain value] Obviously, the IF and THEN variables can be modified to achieve the desired effects. You'll also be able to set triggers to occur once, or to occur perpetually. For example, in a campaign, you may only want the player to experience a specific event or conversation once, else it wouldn't make much sense. Conversely, you'd want the healing area to perpetually heal all units within a certain aura. -
Takeover buildings?
Kimball replied to kkaallllee's topic in Game Development & Technical Discussion
First off, welcome to WFG! To answer your question, yes! In fact, it will be to your advantage as a player to reclaim enemy buildings rather than waste time destroying them, as you'll increase your functional capital. You'll only run the potential risk of returning the building to your enemy, to which the remedy is simply an ample defense. Capturing a building will probably take some time, so it'll almost be like a mini King of the Hill game each time you attempt to claim one. Unfortunately, the trigger system in Atlas is currently nowhere near the level necessary to develop a King of the Hill map. Although it will be in future developments, it'll be some time before they'll be implemented to the level you'll likely need for this. In the mean time, I would recommend coming up with some ideas for mini-games within the King of the Hill match to contribute to gameplay. While simply fighting for a single building will inevitably tire, being prompted to gather treasure or destroy a specific building in your enemy's territory for a resource or unit bonus while simultaneously defending your position will prove to have a considerably higher amount of replay value. Unless you have an alternate vision for how you would want it to work, I would imagine that each player is given a base with a civic center, barracks, stables and a fortress. Medium-high starting resource count and a few infantry units to start out to get the game going as quickly as possible. For this game, it might even be fun if build times were sped up a bit for faster gameplay (the start of a traditional match would probably be a bit too slow for this). Players should be able to construct towers and walls, but not within their own territory (only to defend the hill, if this will even be possible within the confines of our trigger system - I can't really guarantee anything, as I'm not responsible for any of the code ). They will be able to construct additional barracks, but the original buildings will respawn if destroyed after an acceptably punishing amount of time if the player decides to lend his focus elsewhere. The catch is, you can continue to defend the hill by training more units, but you must also be prepared for an attack on your territory, allowing the enemy to cut you off at your supply line. Given this potential susceptibility, it may even benefit more experienced players to not claim the building immediately, but rather prepare for an overwhelming raid of the hill after having gathered appropriate resources and trained a respectable army to both defend their home and claim the hill. You could also potentially include achievements, such as holding the hill for a given amount of time, defeating a certain number of enemy units, or defending your position solely with a certain unit class for 20 seconds or so (for example, no super units or only infantry swordsmen). Completion of achievements gives the player additional bonuses, thus providing incentive to work toward them (you could perhaps even implement god power-like rewards for the more difficult accomplishments, such as an automatic ring-wall around the hill, or automatically eliminating all current enemy units allowing you to re-cooperate or construct defenses). Just a few ideas. Should be fun to see what you and the rest of the community can come up with. -
I believe this might help answer your question: http://www.wildfiregames.com/0ad/page.php?...nically%20exist?
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Desura has a policy about not allowing heavily-bugged alpha and beta releases on their site. Though I do plan to submit 0 A.D. to Desura eventually, that won't be any time soon.
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Hey Fblaster! Welcome to WFG! As for contributing models to the game, catch me on MSN sometime this week and I'll show you around: kimball.r{a}me.com
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I hate to disappoint, but it'll probably be one of the factions we have planned for. I'll give you a hit to help you narrow it down: it's not the Greeks or Celts.
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Unfortunately no, we won't be including a new faction with Alpha 3. You can expect one to be polished up for either Alpha 4 or 5 though.
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Yes, but we also need something that caters to our current audience. I'm also assuming that people who do see this trailer and do find interest will seek out previous trailers as well, therefore familiarizing themselves with our current public content.
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After all that I forgot to link to it?! Haha... here: http://www.youtube.com/watch?v=Iumc_uE9A5c
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Although this was shot to demonstrate a little bug we've got in fullscreen mode on OSX, this was at 15fps in 2880x1620 and shrunk by YouTube. In the future I'll certainly just film at 30fps and 1920x1080 though. Unfortunately audio doesn't quite work yet, so I'm not sure how much use this is to us just yet. Mathijs, your video quality looks great though. Pureon, did you use a camera track for some of those clips or are you just really smooth with a mouse? Did we use a camera track of some sort for the first trailer? I say this time we feature some of the other factions, preferably some that have until this point only appeared in screenshots (i.e. no Greeks, no Celts).
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TEMPORARY (BFME style GUI test)
Kimball replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
Doesn't the game already load additional mod folders over the default (currently 'public')? If not, how does it decide precedence? Alphabetically? I have to wonder how complex it would be for the player to be able to order their preferences. For example, a total conversion mod may change the UI, but they could install a UI mod that takes priority over it and overrides both the TC and the default. -
TEMPORARY (BFME style GUI test)
Kimball replied to WhiteTreePaladin's topic in Game Development & Technical Discussion
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Another view on Game Piracy.
Kimball replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Now there's one person I didn't expect to see around. Anyway, scarcity is the driving force behind the value of any good, tangible or virtual. Irrespective of the problems you described as a result of devaluation, it still benefits both parties on the accounts you listed initially regardless of value - it provides free publicity to the piratee and a free service/product for the pirater. Ultimately, subscription-based gaming is slowly killing the world of piracy (at least for gaming). Though I'd prefer to live in a world where I don't have a monthly bill for video games, it seems to be the inevitable result of widespread piracy. It's really the only way that a publisher can stop piracy. -
Whaddup.