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Posts posted by Aeros
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We're aiming for alpha by early 2006, and 6 more months after that for a beta, and a few more after that for release.
But like I said, thats only what we're aiming for, we won't release anything until we're satisfied with it.
Currently we're working on setting up and making the gameplay work that we plan on testing early 2006. Pay attention to the monthly summy reviews to see exactly where we are
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He means that we intend to impliment it but who knows if we'll have the manpower or time to do so, or if we'll even be capable of it.
Well you can always put a disclaimer at the top, so people have no reason to start whining (sp?) if a feature isn't included.But then thats just bad PR, why hype people about something we may or may not include
Anyway, to conclude and to stop dragging this discussion - I'll talk about some art techniques and styles and why we have them, what the direction of some of the art in the game is etc - and possibly have an article on the basic design ideas behind our editor. Expect those 1-3 months from now depending on when I'll have time to do them. Also, I'm sure other team members are planning to write some dev articles themselves but might be waiting for the inspiration or public interest to do so...
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I think other people have to notice and proclaim leadership qualities. Its best to be humble. Having an Ego is not something listed on there as good leadership quantities
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Well theres concept images I made to demonstrate stuff [though recently we changed plans and Atlas won't look like the concepts]- I guess I'll go for it. If it sucks I'll just send it to you personally - but most likely it'll have some pretty neat stuff, I mean I wouldn't want to make a boring text book article, it won't be like that.
Or actually...tell me this - would something like this or this be interesting? (and why we're doing things like that/ what kind of power we think it'll have - though this is 100% likely to change and likely won't be the editor in the final game, but it atleast shows what we're aiming for)
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Anyone interested in design and conceptual ideas for the editor and what it took to compile the 60 page (18,000 words) techincal design document for the Atlas [scenario] Editor? It talks (or will talk ) about what we have planned for design, what goals we want to meet, what the community (and ourselve) look for in an editor package, etc... Although I dunno, with nothing much to show besides ideas and concepts it might be boring (and probably will be for most). Unless you guys don't think so? I started abit of it a long time ago and kinda dropped it...
Or would you be interested in the design and implimentation/goal aspects of terrain or the natural art in 0AD - or the same for the Buildings - this time there'll be plenty of pictures to show... I'd like to make a few articles like that but have been waiting for some free time to do so. It depends on how interested the public would be.
I think it would be kinda cool for our fans. I mean we're kinda cracking down on releasing new screenshots since everything is so beta now and is/will be redone by a year from now. That and we want to concentrate on making gameplay work rather than showing some fancy new art every now and then (but then, thats all we had a year ago - so things are much different now)
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Its amazing how far we've gone as a completely hobbyist team, but there certainly is alot more to go.
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Our current art techniques are working very nicely for getting buildings to blend with the fiddly bits of terrain underneith them. You'll see when the game is finished, or in future screenshots.
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See http://www.tomshardware.com/ to learn about computer hardware - learn the market then buy what you want so you can get the most value for the least money. Also see the computer building guides they have there, they helped me when I first started. I've built 6 computers from scratch since then. Case modding and mounting LEDs and other cool things like that is when the fun starts - turning cases into works of neon art
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It just shows how boring everyday life can be... that's why one must always strive to live out of the box.
And exactly why getting a myspace for the sole reason that everyone else has one is not living outside of the box.
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I'd like to see wind direction and strenght increasing or decreasing the speed of ships so that you have to take it into consideration when moving your fleets.
And I'd like it if it was dangerous to move boats and ships too far from shore if the wind was too strong, as ships could be more or less randomly damaged or sunk by high waves, etc.
Think about that - would you really like it if you're in a heated battle and you're trying to get your navy to the location of the battle in time to save your butt - but instead they get blown off the map, or randomly sunk due to high waves or they go the complete wrong direction because you fail to calculate the proper mast position. Would that make you squeel with joy when you loose your entire navy randomly and a ton of resources just for the sake of a realistic wind model?
You can look at it this way: The captains and crewmen in the ship woud have been well educated in mastering the sea and how to make use of the wind to go to where you tell them, so decisions like that you won't have to make.
However you can setup scenarios for yourself in the editor and use triggers to make such events possible to your own liking.
The most "wind" you'll see in 0AD is possibly wind blowing through trees or grass etc.
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Send me an email if you're looking for some good competition
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Hmm, I just might have the perfect thing to show in a thread like this...
and thats an OLD version of our deciduous tree, the new ones are still being worked on
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Ah sweet, that fixed it. Thanks
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Every window and folder on my computer sorts things by Type from Z-A all of a sudden. Changing it and selecting "sort by type" again to change it from sorting from Z-A to A-Z doesn't work since the next time I open that folder it'll go back to sorting Z-A. How can I stop this, it does it for evey folder regardless of which program I'm using, it'll sort it all Z-A.
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I can count 5. One is our in house musician for 0 A.D. One is a quasi-composer FX artist, another works with Midi next door at TLA, Yet another is a DJ. Unknown until now, the 5th one is the Lead Scenario Designer and 2d/3d Artist for the team known as CheeZy. And those're just within the WFG Team.
Electronic Music has been my ever growing passion since more than 3 years ago when I stumbled on this track on Kazaa. It was completely amazing, I couldn't believe my ears, its like I was hearing what I had always wanted to hear but never knew. For those interested that track was Dancing Galaxy by Astral Projection. I remember thinking "Whats this nerdy @#$%e" when I saw the title, lol. I can't forgive myself for being the ignorant "Techno? Whats that? Oh you mean that bangity bangity boom computer music" kind of guy. But then again all mainstream electronic music that people hear is complete crap. I can understand their disliking for what they think of as "Techno" though that in itself is a style different from the dozens of dozens of other electronic styles of music. The underground is where its at and the underground is what you yourself have to find, not hear on the radio.
Fast forward 2 years and my love for the music keeps growing. I acquire some software and give a shot at production, just having fun. I never thought it'd become a serious effort but apparently I was "worth listening to". I didn't think I was good though and didn't really go public until I felt I really had something to put on the table. (Remember our chats a year ago, Matt [calefaction]? )
Well lately I've been getting into it more and have shown some people, they think its good, I think its good, its time I come forth with my audio project - Synogen.
I finished this track about 20 minutes ago after 2 weeks of production totalling 30 hours of work. You can listen to it here: http://www.acidplanet.com/artist.asp?PID=542639&T=3836
My project page can be found here: http://www.acidplanet.com/artist.asp?AID=256028&T=7815 where you can see my profile and listen to my other music.
My style is Goa Trance - an energetic melodic and some might say spiritual kind of music often having 2 or usually 3 melodies playing in unison. Very different from that "beep thud beep thud" techno @#$%e
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feel that naval warfare has been extreemly innacurately portaied in nearly every RTS game
We do too
Points 1, 2 are what we are aiming for. Ships will be too scale and will function accurately to how they really did. Units will be portrayed on the ships. I like your 4rth idea too.
The reason that not much information on naval battles in 0 A.D. isn't out there is because the way we handle naval gameplay is very expiramental. We'd like to test out things and see how they work before saying we'll have them. Perhaps someone from the design department could answer more questions about ships than I can.
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Work on the mod was concluded maybe 4 years ago when we decided to make a "proper" version of Rome at War - called 0 A.D. Being able to edit AoK's unit stats won't be of much help to us now
And on a further note, the very person who made that tool is also on the 0 A.D. team working on the game. We're pretty much set. Thanks for the interest though.
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We'd like to say yes, but given that our own resource pool is not yet finished or finalized, I don't know how flexible the system would be. But yes we definately want to support mod flexibility like that and we sure can try to include it. Perhaps someone who knows more than I do about it can answer
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Well patches that you can sew on the back of a jacket or something.
I know someone in my school who likes to do this: Cut out the back of a T-shirt and sew it onto a jacket. He's got tons. Its a pretty cool idea if his style didn't suck so much.
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Fractals own. I like the collection of fractal inspired art here http://dreamp.club.fr/gal1e.htm check it out
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You can check the Vacancies Page to see what you can help with. However, its not likely you'll be able to get in unless you've got profficient skill in whatever you do and you can devote plenty of time and energy to the project.
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Well, maybe you won't even have to "assume" given that you'l be able to see the unit(s) right there in the tower or manning the seige
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That's certainly an idea. When we're finishing up with the more important parts of the game and are aproaching release we can try that and see what happens.
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I've done it, I've finally done it. I've surpassed my highest kill to death ratio record by atleast 10 a few days ago.
31 kills before I finally died (31:1 ratio)
Usually I can't get more than 20, but this time I got 31.
Since I'm so ungodly good at HL2DM, I don't really play it because there is no challange. The only challange I can get for myself is trying to get the highest kill to death ratio possible, or finding new and exotic ways to win (example: throwing SLAMs at people with gravity gun , the slams explode when they get near the person since they are proximity mines basically), or just having fun messing with people and setting traps.
Anyway, in the same game I set my new record I continued to play it and got the most insane score ever. I had almost 140 kills and only 20 deaths, but before the game could end or I could take another screenshot Half-Dows by Valvosoft crashed because since the new patches I get a crash for 1 in 2 games (another reason I don't play it much)
the most recent highest score I could capture though was this:
HELP PLEASE!
in General Discussion
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Hahaha, thats the most reliable answer to be honest It'd be very hard to miss such a deadline