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Everything posted by feneur
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The citizen soldier concept (and thus any effects of it like being able to train fighting units in the civic center) is one of the core concepts of 0 A.D. and will not change. Waypoint markers is planned (and quite possibly the path being displayed while the units are selected will happen as well). A town bell is probably going to be included as well (though you can garrison your units manually already, just press the button in the GUI or Ctrl+Right Click on the building you want to garrison them in). Highlighting the units requirements, maybe, but on the other hand, at other times you might be more interested in the stats or what units it counters, so I don't think it's so easy to just highlight the one or the other. Especially since you can just click to train/construct and you'll see how many more of each resource you will need before you're able to train/construct it.
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Yeah, some kind of player profiles is definitely a good idea. If nothing else for the community aspect, getting some kind of identity on the player you've beaten/been beaten by should add some interest to the multiplayer gameplay. I'm a bit wary about including i.e. games won/games lost as that can lead to some people playing just to get a high ratio of won games versus lost games (and thus might play mostly against enemies they are sure to defeat like new players, or quit games they are about to lose etc).
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It has been cut from part 1 (basic gameplay and the civs from 500BC-1BC), but will be reconsidered when we start work on part 2 (more advanced gameplay, story-based campaigns/scenarios, and the civs from 1AD-500AD). You can manually create a scene with low lighting already, it's just that there are no additional effects/automatic day/night cycle.
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Sure, they might even be the default ones from IPB from years ago =) Maybe we should open up a new thread and ask for suggestions? Would be nice to have some more history-related ones
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Post-processing effects test (SSAO/HDR/Bloom)
feneur replied to myconid's topic in Game Development & Technical Discussion
The Elder Scrolls V (more commonly known as Skyrim ). -
Indeed, you will have to remember that it's different people who write code and create models/textures (At least generally speaking) So it's not just the one or the other New factions generally need only the latter, so at least won't interfere with more new features, polish in terms of reworking the GUI/existing models/textures it might interfere slightly with though, so I'm not saying it is completely unrelated, just that you shouldn't feel too worried .
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I'm fairly sure you shouldn't have to include the port number in the IP, the game should take care of that part on its own. But perhaps you didn't try with it that way but rather just posted the example that way?
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I think it's more due to convention than anything else =) Other games (at least AoE if I remember correctly) does it this way, right click for actions which are done either directly or with the help of a shortcut key, and left click for left click initiated button actions. I'm fine with it either way personally, especially since I don't use the button But perhaps someone else has stronger feelings about it/better reasons for doing it this way (Had only people read manuals we could get rid of the button entirely and only use the shortcut key to save space in the GUI =) But ah well, that's not how things are so it's better to have a button easily accessible so people can discover it by trying things out )
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That is indeed a standard thing related to post count, and has always been there, so no new thing
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New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
The forum didn't allow .diff before either, previously you've either been attaching .zips or at Trac I've added the .diff attachment type now though, so you should be able to do things either way And again, thanks for working on this, it's greatly needed -
Actually I would say that the graphics programming is most likely the fastest part, at least now that the base engine is done already. For graphics programming you can reuse, or just slightly modify already existing code and concepts, while for gameplay it more or less always needs to be unique for our game as gameplay varies from game to game.
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If you take a closer look you'll see that the highlight is red, meaning that if you select the one you are hovering over the other one will not be available So it's intentional. All techs which has a small link icon above/below them are like that, either you choose the one or the other.
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There is one, just click the hammer in the top right corner of the minimap. Or press the period key To select idle fighting units press the comma key
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Well, some planning will have to be done beforehand of course, but we can add one civ per .x release or something, so that's no reason not to do things another way. Either way, it's not to be decided now, but rather once part one is finished
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While we wrap up things to be able to release Alpha 10 we want to highlight a few new open positions where you can help out. Read on to see if you have the relevant skills, if so follow the instructions below the job descriptions on how to apply. Sound Lead You should have A solid understanding of sound creation/editing so you can guide other contributors, and edit sound clips yourself. Preferably documented. Previous game development experience is a huge plus Any teamwork experience, especially in a leading position, is advantageous Other tasks may include Keeping documentation up-to-date Putting the sounds into the game via XML editing Interacting with the programmers to make sure that sound is implemented in a way that makes the most sense. You are most encouraged to make original sound contributions of your own to 0 A.D., and that is, of course, a huge plus. Documentation manager One or two volunteer contributors to oversee maintainance of user & developer documentation on the Trac system. We're looking for someone with: Very good written English skills are needed Very good expression skills are also needed Technical knowledge is a plus Previous experience with documentation of open source or other software is also a big advantage Familiarity with the game is not a big issue and can be learned as you go along, though is of course an advantage if you have it. Please provide expository writing examples. To apply go to the application thread in our forums and follow the instructions there. Looking forward to working with you
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True balancing hasn't begun yet That's what Beta is for (Not saying things can't be changed now, just that the main focus on balancing will be in Beta, and conversely, the main focus of Beta will be balancing )
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http://trac.wildfire...Manual_Settings Check that page for the information you're looking for (Also, in case you're using Alpha 9, wait a couple of days and try Alpha 10, some minor improvements make it a bit faster in some of the cases There's still a lot of optimization to do of course, just saying that some is done between Alpha 9 and 10 )
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Yeah, but that would cost a lot I think part of what will have to be remembered is that as it is now at least the AIs don't specifically target the traders, and probably not too many human players either. If you can keep all your traders going the scenario is a lot different from one where half of them are killed and needs to be replaced. I'm not saying that it shouldn't be balanced, just that you shouldn't spend too much time on the balancing before all features are implemented/there's been enough play time to actually have a good opinion on these things.
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Ballistas and similar weapons are missing soldiers manoeuvring them
feneur replied to fabio's topic in General Discussion
The main issue with this is the amount of work needed to make it look right. + We don't have enough people with enough animation skills to do this, especially animating the human figure. In other words, that's something we're looking for: someone with good animation skills -
Performance test on saved game
feneur replied to fabio's topic in Game Development & Technical Discussion
Is there a reason you haven't put it in a 7zip/zip/other compressed file? This specific file might not be too big, but if we enable attachment of savegames now and then later people start to attach a lot of big ones that could be an issue. Probably not much, but most people should be able to create/open at least zip files, so why not take advantage of that? -
It's probably easiest to do any kind of 0 A.D. related scripting in JavaScript as that is the current scripting language used
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I wouldn't say shot down as much as ruled out, but yeah, no harm done in asking about something/suggesting something
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That is very unlikely for part one at least, as that would require separate water levels, which would be a lot of work to get working right, and which iirc would mean a significant performance hit as water rendering is one of the more expensive and having two or more water planes/levels would mean that it would have to be computed twice/more. + There would be need to display the moving flood somehow + track its flow to destroy things only where it reaches, and when it reaches them.
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Village Phase (starting phase) --upgrade to--> Town Phase --upgrade to--> City Phase (final phase). They're very much like ages in Age of Empires, the main difference is that they're conceptually different: AoEs ages symbolized big shifts in history (shown by upgrading the look of all/most buildings), our phases symbolizes the growth of a settlement over time. Well, my main point is that it would mean that you could upgrade to the Town Phase without having the basic "infrastructure" (houses to support population increase, mills/farmsteads for increased gathering rates) that having five Village Phase structures means.
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Hmm, if you have 5 Town Phase buildings it's weird the map designer didn't let you start at the Town Phase =) In either case you will be able to upgrade to the City Phase more or less as soon as you reach the Town Phase in that case, so giving a player a full set of Town Phase buildings and limit them to the Village Phase, or even the Town Phase, does seem a bit weird imho
