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Aeros

WFG Retired
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Posts posted by Aeros

  1. If you have one arm or one leg hacked off I don't think there would be much chance of you still hoping around on the battlefield with full armor and still being able to give a fight... although that would make a nice monty python sequence :-p

    About arrows, we were speculating on an idea that a unit being hit with a volley will have arrows stuck in their shield or body, but the feasibility of that feature is not yet detirmined.

  2. I know, but acidplanet sucks because it wants wma format for the first upload and I have to upload a separate mp3, and I'm lazy and put one up at beatbiz eaither way, so download from there.

    You can grab an mp3 from my beatbiz account though

    Mindcrawlers & Infinite Dimensions - Wizard Magic - had alot of fun, this one might be released on a compilation later on if things go well for the guys I talked to. Many thanks to Dave for letting me remix one of his tracks (Wizards)

    Stream or Download at Acidplanet or Beatbiz

  3. Yes, I'm simply saying the quality you see in the screenshots is done through clever art styles and techniques. I've had a few people think we have normal mapping or shaders on people's skin/helmets. And then theres all the people who think this is AoE3 when we show them a screenshot.

  4. Other than that you're just seeing plain textured objects with no special effects.

    Oh us artists use quite alot of tricks that we've got up our sleeve as well as perfecting techniques and always brainstorming on how to make things better. But yes, all our art are simple traditional textures and models. We're lucky to not be pressured like artists in profesional studios so we can have time to put effort and quality into our art.

    In my opinion the best part is the performance factor, we don't throw away processing power on normal mapping or HDR lighting (yet? :P ) or all this gunk that new games have which are very rarely pulled off well (Half Life 2 is maybe the only game thats used shaders to proper potential). As for having good artists, there are two people making 90% of the ingame art here, myself and Wijitmaker the project leader. The remaining 10% is sprinkled out over a few other people helping out in certain fields.

    As a point of interest, I have had zero 3d modelling or texture art experience outside of this project and one of my goals in joining was to learn how to do this stuff. Our real advantage is having real artists on the team who have an understanding for color, scale, motion, position and lighting, as well as having enough time to put quality and effort into our work and if its not good enough to do it over.

    P.S. Oh my gosh that whizbang screenshot looks terrible...funny what a year and a half can do to the project. :-P

  5. I also listen to goa (which I enjoy a lot more than psy for its more melodic nature),

    The good psy trance is melodic too, unfortunately some sort of craze has exploded around the psy scene and alot of the music has been clubified to crap and I would deem unlistenable, but there are still good ones out there. I too don't like how its gone for a more mechanical techno edge and lost its melodic vibe. Otherwise Psytrance and Goatrance are pretty much the same and interchangable to the outside ear, but the difference is goa trance uses eastern scales and psytrance isn't limited to any choice of scale, goa has more flowing spacey effects and psy has wilder nuttier FX.

    I've been avidly listening to goa for 4 years now and have recently started a project to produce some tracks. In the small goa producing community there is abit of a movement starting right now that I think we're calling "psygoa", aka newschool goa.. Goa trance itself has been around for more than 10 years now with not a lot of change, but this newschool stuff is adding modern production techniques and mixing alot of the dance-friendly psy energy from psytrance as well.

    Keep an eye on me if you ever want to make a goa mix adam :D I'm working on a killer track right now specifically for the dancefloors, gonna ask a few DJ friends I know if they want to include it in their mix when its done.

  6. We currently only have a 3dsmax exporter plugin for models and animations (.pmd and .psa) for the artists to get by on , but yes exporters and hopefully importers for other programs such as gmax and blender are planned to be made, so long as we can get someone to make them.

    I don't know when we'll release these tools, but presumably close to when we release the game or maybe shortly after we release the game, depending on how we'd like to manage our community at that time.

  7. Hey Antisback, yes thats very good thinking, so good that its already something we already plan to do as philip said :D In order for data or art modifications to take place in a scenario and not conflict with the normal game (overwriting data, aka the old yuck way of modding), all customized data can be setup through our workspace manager in the editor and will be distributed with the scenario. You could add entire new units, customized scripts, new terrains, whatever you want and it'll be packed up and distributed with your scenario so that everyone is on the same page in terms of data when playing it.

    Additionally the same system will similarly be used to manage modded content in the game, even patches, or entire other games.

  8. it would take maybe 5 minutes to put water in a well, and because of that its just something we're pushing back until later since there are too many other things to worry about besides water in wells, its not gonna make or break the screenshot whether there is water in the well or not :) And besides, I think it was a particularly dry season at the time of that battle either way ;)

  9. I know we get the teaser screenshot now and then, but how about some features?

    Well we're working on them, aren't we? :D Hehe, it'd be nice to have them done before we say what they are, makes more sense than promissing things and then throwing half of those promises away because we didn't have time or resources to complete them.

    One of the problems that people here likely can't relate much is that we being a hobbyist team have anounced this game since it was started and have had websites and a small fanbase to keep updated. For nearly all game developers - they don't anounce a game until they are almost done with it and need to go on a marketting blitz. Take Age of Empires 3 - its been in development since 2001 (maybe even further back if you think of the idea for it) but it wasn't anounced until 9 months before it was to be released. People don't realize how long it takes to get a game off the gound and finished. Same deal with Half Life 2's release - and these are the proffesionals who spend all their time on their projects for years.

    So to answer your question, there are tons more features that make this game distinct, for a quick preview you can read the FAQ which has lots of detailed information about this game. And obviously, as progress continues we'll let you know more about the game and what will be in it. For now though, we like to work on 0 A.D. rather than brag to people about what will be in 0 A.D. :P

    As for whetting your appetites...considering how much development time is still left for this project It would really be a bad idea to get you pumped up for the game and then tell you you still need to wait a long time for it. The information, the teasers, the movies, the screenshots, and eventually the whole game will come in due time, for now we believe our fan base has better things to do than spend their time drooling over something that is still far away from being completed.

  10. There is an old saying that goes something like "Too many chefs cooking the same thing makes for bad soup" or something close like that. The idea is if a bunch of different people keep adding salt and pepper and their own things to the pot its bound to make a bad mix.

  11. Open Sourcing the game at this stage would be a nightmare to manage, organize, execute and hold together. We are quite comfortable developing the game under our own team and manpower which has assembled here for years. We've had many discussions on open sourcing and all of them have been inconclusive or have created more problems than they would solve. The topic will be up for discussion again after the release of 0 A.D. when we decide what the best way for progressing the game will be.

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