-
Posts
562 -
Joined
-
Last visited
-
Days Won
8
Everything posted by ShadowOfHassen
-
Why is the 0 A.D community so small?
ShadowOfHassen replied to Doctor Moist's topic in General Discussion
Wow. That is not a small community, granted that's not huge but that's a decent size. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
It wouldn't have a story in the traditional three act structure but it would have an introduction to the civ and show the specific mechanics of a civilization -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Yeah. Just like a short mission with each civ to get players used to mechanics. You really wouldn't be able to do justice to a lot of the cool stories with just a single mission, so just give an overview of the history. Just to reiterate, this is a different project idea not the same as the idea before. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
How about instead of that after the tutorial campaign, we have a different campaign called the practice campaign where there is one or two missions for each civilization which just gives a basic overview of the civ, both gameplay wise and historically-- make it totally without stories and just a narrator giving the overview. It wouldn't be a ton of work long term and that would be a good second campaign to ship. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
We might want to make some changes in between the three scenarios just minor ones but that’s beside the point… keep up the good work and make sure to back the map up! -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Yes it would be exciting to fight. all I'm saying is that if there isn't a lot of information, we can get the battle to be as big as you need for the game. Things in general will need to be adjusted for scale. Quite a few battles had troops in the thousands on both sides, but that won't work with a population cap of even 500, so events will need some adaptation anyway. So have your final battle as big and exciting as you want. :-) (In reason of course) -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Sounds like a good plan just don't worry about the size too much. Scale in 0 A.D. isn't exactly 1:1 to real life anyway. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
That sounds like a plan we’d just have to design scenario 3 so the player couldn’t conceivably brute force their way to victory without becoming allies but we should be able to figure that out . -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Perhaps … we should teach alliances last I remember we were going to just have an allied group help you in one of the scenarios but this could work to as long as @Vantha and @Lion.Kanzen are ok with it -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
The only thought I have is make the other tribe be the aggressor so in the tutorial the player doesn’t have any moral quandary about attacking -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
I’m pretty sure @Vanthahad a 4 scenario plan that we had worked out . Or am I getting things confused? -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
I thought we already had an outline on what we were teaching in each scenario... -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Yeah you’re right. we already have a rough list of what we want to teach so we’ve kind of already done that , we’re just keeping the other stuff in mind while be build the maps. what I think both you and @Vantha are touching on is on the story to gameplay slider rts usually focus more on game play and I agree. But we can still do a pretty good story while we’re at it. but obviously with the tutorial gameplay and game mechanics first . -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
My first RTS was Age of Empires 3 and even know the Knight's of Saint John campaign is probably one of my favorite stories in video games. (Nostalgia mostly, but it was pretty good) -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
So what if we had a kind of overview when you start the campaign, a section called historical background, then we have a description that shows up in the scenario selection area and during loading and finally there is some dialog/ objective information in game. I mean, in a single scenario you might have multiple objectives I.E. destroy the tower, build a civic center, train 10 hopilites, and you kind of need to get the player to realize they need to do that. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Well yeah, skipping it is useful. If I'm stuck on a mission, I don't want to have to read the beginning of the scenario over and over -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
In my mind, there are three ways to convey information in a video game (i.e. Plot) The first way is atmospheric story telling. I.E. there's a skeleton right next to a dark cave. The player then gets the impression that something dangerous is there. The second way is lore dumps. This could be a book or terminal in game, or the loading tip. They're nice to know information that flushes out the world. It's not necessary, though, and you can not look for it and ignore it. The final way I think information is given is direct information given to the player that is necessary for them to complete and/or understand the game. I call this dialog, though there could be a better way to say it. Basically, it's the thing that says. "Hey, Player, you need to get these elephants over the alps" Now, of course you could do this different ways. You could have a description before starting the scenario "One day Hannibal decided he wanted to take his elephants to go visit Rome, and to do so he needs to get over the alps" Or you could have direct dialogue (which is how you meant dialogue) like: "Hi Hannibal, what do you want to do today?" "Well, I've been thinking and I kind of want to take my elephants to go see Rome." "Well, first we'll have to get them over the alps" I wrote the examples rather silly, but I think you get the basic point. For scenarios for 0 A.D. We'll often need to make it very clear to the player what they need to do. And in those cases I think direct dialogue would be better. There's a rule in writing that isn't always right called show, don't tell. And I do think showing what is happening in cutscenes and dialogue is better than just telling with a text box that says. "Move the Elephants across the alps" I agree with @Lion.Kanzen with the translation. We wouldn't probably have voice actors, so that would give us a bit more wiggle room if we just have written dialogue to help address at least the silence problem. The only problem is you'd be brought out of the game whenever there's dialogue because you'd have to read it, so we'd probably use it sparingly anyway, mostly at the start and end of the scenarios. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Yeah, at least for the moment... It would take some coding, but it'd be the best thing we can do currently... -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Something like that with the text would work, though it might be smart to do something like how Wesnoth has a press space to continue for the dialogue, for slower readers. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
I was wondering how we'd do dialogue. We don't exactly have voice actors so the Age fo Empires narrative strategy of cutscene + dialog in game might not work. -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Both, please. I don't follow social media other than X and I want to see them -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
You know we could usually use those screenshots and post them on the social media places. They look really, really good. -
Increasing social media markting effort for 0ad visibility
ShadowOfHassen replied to Darkcity's topic in General Discussion
I don't know, 0 A.D. does have a mastodon account though -
Increasing social media markting effort for 0ad visibility
ShadowOfHassen replied to Darkcity's topic in General Discussion
Fair, but some things like game balance or unit name changes could have posts. -
Increasing social media markting effort for 0ad visibility
ShadowOfHassen replied to Darkcity's topic in General Discussion
That's a great idea. Also the X and mastodon accounts could be a bit more active. You know, post updates on PRs being merged, make funny memes about history, cool screenshots, that sort of thing.