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Everything posted by Kimball
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New timelapse featuring a track from the ROTE soundtrack written by Tim Cox!
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You could lean a shield up against it somewhere. That might help add to the realism.
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Still waiting for the day that the game can recognize new folders on its own.
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For the lazy: Atenmeses' House Model: Nabataeans Civ Profile: I have to ask, aside from the visual uniqueness, what makes this civ technically different from others? In terms of gameplay, what makes them different?
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HeavenGames has offered multiple times to discuss the possibility of 0 A.D. having it's own heaven. They're pretty much exactly what you're talking about.
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Any of you guys are welcome to get ahold of Luke and pick up the domain for a fan site, of course. I agree, that could be a fun use for it.
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Sorry for the delayed reply. Yodaspirine's contribution is finished, the map in the main post has been updated, and plumo opted to skip his turn until he's no longer abroad (Jan 7).
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Side note, this guy shut down the site (0ad.me) and said he'd let WFG have it if we wanted it. Do we want it?
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Everything looks absolutely amazing, but the texture might be a little too dark. Maybe it's just the lighting, but you can barely see the details on the barracks.
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(We should split this to have a separate topic about player tutorials) This is pretty much exactly what we need. Even if it's not split into a few scenarios like it is here, the elegance of these tutorials makes everything extremely simple for a first time player. Take note of graduating from moving one unit, to three, to attacking, to having a small town/gathering resources etc. Garrison flags help guide the way quite well - we could do this. http://www.youtube.com/watch?v=fXKpwfKNPN8
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[javascript] up to date scripting reference for modding?
Kimball replied to poVoq's topic in Game Modification
So I know the colors are based on the vote average cutoffs, but do they indicate priority as well? (i.e. the likelihood something will be implemented) -
[javascript] up to date scripting reference for modding?
Kimball replied to poVoq's topic in Game Modification
Slightly off topic: Speaking of mods, when will we be able to recognize new mod folders without the command line? (i.e. not "public" or "internal") I believe the original intent was to include a UI window that allowed players to enable/disable certain mods and list priority in case there were duplicate files. Is this in the queue somewhere? -
Well that would be interesting. What happens when there's overlap? Do you pick one map to be dominant? Or would you paint areas of each map to be imported?
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I realized relatively recently that I've always been an RTS addict, I just didn't know it. My first RTS was when I was about 9, I think it was called Jurassic Park Chaos Island. Then shortly after was Populous: The Beginning. Then AoK, AoM and C&C in that order. I missed the original AoE somehow though.
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I don't like the first launch auto tooltip thing as much. There are going to be plenty of players who come from AoE/AoM/C&C/RTW and don't need that type of micromanaging instruction. If someone is confused, they'll find the Learn To Play button - the place for all of that kind of thing. Perhaps on first launch we could have a splash screen that invites the user to explore the tutorial(s). I don't think an experienced player would be put off by that.
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This one I'm particularly curious about:
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I actually really like what Jonathan came up with. Why don't we make a few small changes and then have the 'Learn To Play' button autostart that scenario? It's adequate and it'll keep people from complaining/doing stupid things.
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If we get triggers, we at least need a "Learn to Play" scenario that tells new players all of these things. I agree that a full campaign is too ambitious, but think about the first scenario you play in Age of Mythology - it teaches you how to move units, what buildings are available, how to attack etc.
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@#189: WFG made "Wildfire Worlds"? Guess you learn something new every day.
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0 A.D. Community Map What is this? The Community Map is a scenario project crowdsourced from the 0 A.D. community. It is intended to show off everyone's design talents and let the community collaborate. It is based on a concept that used to exist in the AoMH community. To get an idea of how this works, here's a Photobucket album of a past community map: http://s797.beta.pho...een314.jpg.html Alright, I wanna do it! To sign up, post your email address below (or PM it to me, you know, for spam prevention) and I'll add your username to the list of Future Designers below. When you're number one on that list, I'll email the most recent version to you. This will ensure that no one is doing duplicate work. Rules: Please contribute in one of the areas designated. You don't have to go in any particular order, but try to paint inside the lines. If you are doing an area that is adjacent to a finished block, try to connect it in some way to the areas before it. You can delete a few trees, change the edges of the terrain, and other such small things to make your area blend in with the surrounding areas, just make sure you don't significantly change or do anything to damage other peoples' work. If you cause significant damage to another person's work and can't fix it, you will have to re-download the version of the map that I sent you and start over. When you blend areas, make sure there is a proper transition. Don't have a desert immediately cut off at the edge of a mountain or have an ocean suddenly end with a forest. Don't change the size of the map. Feel free to change player colors, although be careful about how it will affect other people's work. Save your map as "eyecandymap[YOURNAME].pmp" - this way I can keep track of each version of the map easily. When your turn has arrived, you will have 7 days to work on the map (although it is highly recommended that you finish it sooner if you can, so we can move along faster). I will email you when you have one day left, to remind you that your time is almost up. When you are done and/or when you have run out of time, send the map to me. There will be no time extensions. If you have not finished with what you were making by the time your turn ends, clearly mark the area your finished creation will take up, and send the map to me so I can send it on. You can then sign up again so you can finish your part later. You can sign up again as many times as you like, but only after you have finished your turn that you are currently signed up for. It doesn't have to be much, but if you really think "I'm too busy right now, skip me", then I'll move you one place down on the list and send it to the new number one. When you're done or when your time is up, you have to send the map back to me, and I will send it to the new number one on the list. If you send it to me and there is something inappropriate or against the rules on it I will ask you to change it or in the case that it is inappropriate your version will be deleted and you will no longer be able to participate. My email is kimball.r@meESPN.com without the name of the sports news network in italics. I'll update the full map screenshot each time someone makes a contribution. That's basically it! Have fun, and post/PM your email address so we can get this thing started. Current Screenshot Future Designers plumo Aurium quantumstate Lion.Kanzen If you have any comments or questions, just post them in this thread. I'll be sure to respond.
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They release a new alpha and a new video every week detailing the new features. The game is also being developed by only 4 people full time, so everything is incredibly cohesive. The very first thing was integrate google chrome with the engine so the UI is also very responsive and customizable.
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It should be noted that we won 2nd place in the Player's Choice awards. http://www.moddb.com/features/ioty-players-choice-upcoming-2012
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1. Learn To Play isn't really a prominent feature at this stage - it's just a wall of text. That could change in the future, but for now I think the button is adequate. Perhaps a "first launch" splash screen could help here. 2. Could you be more specific? Perhaps a screenshot? Are you running the game windowed or full screen? 3. The UI doesn't change size based on your screen resolution, so I'm guessing you're on a 13" screen. Since this game is highly moddable, it wouldn't take much effort to create a transparent version of the GUI as a mod. 4. It's actually one of the first lines in the config file: /binaries/data/config/local.cfg, line 25-26. 5. Most infantry soldiers are "citizen soldiers" - they can also be used to gather resources and build structures (female villagers can't lay construction for many buildings, actually). This has been hotly discussed, but we believe it fits with the concept of the game well. 6. If tooltips didn't have a delay, the UI would get hectic. It shouldn't take more than a few minutes before you're familiar enough with the buildings to not need them. As you said with getting demolished by the AI relatively quickly, a few more games and you'll get the hang of it. Good to see another Mac user embracing the game!