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fabio

WFG Programming Team
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Posts posted by fabio

  1. Hi, your mod installs the whole uncompressed tree.

    Do you know that you should create a zip file containing all your files? This should have better loading performance rather than what providing all extracted files. See what 0ad does, it provides an uncompressed public.zip with all the files.

    Also do you know you should manage your texture files as png during development and then use the pyrogenesis executable to convert them to .dds? This is also what 0ad is doing.

    You may want to have a look here for more info on how to prepare a release: https://trac.wildfiregames.com/wiki/ReleaseProcessDraft#PackageEastAsianmods

    Than you may want to directly distribute the (uncompressed) hyrule-conquest.zip file, eventually you can compress it with 7z to have a compression ratio similar to the .exe you actually provide, so that every user (also on Linux and OS X) can install it without problem.

    • Like 1
  2. I briefly played it in my launch break... The game looks nice, there is a lot of original and nice content that should be especially welcomed by who already know the Zelda theme (I don't). I like some of the building animations, projectile effects, and the ability to see garrisoned soldiers inside most structures. I also like the rupee mine and the animals you found around. Also the music and sound effects are pleasing.

    The hero you can build from the start is maybe too over powered, it is quite easy to win sending him against the enemy (can easily kill all their females and also many soldiers).

    You may want to fix the errors that appear, not only because they are a bit annoying, but also to have a clean development environment and avoiding eventually propagating them. You may also want to replace metal mouse icon with the rupee one.

    I just played it a few minutes, but it is really promising, good work!

    EDIT: your youtube videos have bad quality, you should possibly consider grabbing them with a higher bitrate, so to be able to show all the nice details in the game.

    • Like 1
  3. 2 hours ago, fcxSanya said:

    I believe triggers are simulation scripts and can't introduce custom gui. Also they are bound to specific maps. Am I wrong?

    I don't remember exactly, but that map had a window appearing asking for some choices about the gameplay.

  4. 22 hours ago, fcxSanya said:

    In my understanding A Silent Day In Gaul is a narrative scenario, so it's notable for player in-game actions (not just UI interaction) affecting the story progress.
    So I believe your second alternative is more relevant here:

    Why not? For me it looks exactly like 4 mutually exclusive technologies, each unlocking its own set of heroes / units with a custom UI to select one of them at the match start.

    With the triggers a custom game dialog similar to the one showed by The Undying Nephalim could be shown at game start, while the technology uses a different, less obvious interface, especially if the hero choice is a strategic one for that gameplay...

  5. 2 hours ago, wowgetoffyourcellphone said:

    This is incredibly like what I would like to do with DE. Instead of training heroes at the Fortress or Civic Center, at the start of the match you would choose which hero you'd like to spawn with and that's the hero you get for the rest of the match, like in AOE3. Unlike AOE3, you'd have a choice with a UI popup just like what you show here. Good show.

    This is really the kind of metagame the base game is sorely missing at this point, and if implemented would allow the base game and mods to shine.

     

    A Silent Day In Gaul map has some trigger support for making choices while in-game. This may be a starting point for developing what you propose.

    Alternatively some civilizations have some alternative tech choices that enable different heroes and champions, but it's not exactly what you want here.

     

     

     

     

  6. I think it would be nice to have some missions where the main objective is not to build a city and win a battle like standard map. Say, for example:

    • a trigger choice-map similar to:
    • a mission where you don't have to build anything, you have some champions/hero and you have to reach some objectives (kill a single unit, capture a specific building, rescue a monk, reach a fortress, ...);
    • survive for X minutes (not necessarily a tower defence map).

    This would add some variations on the playability.

    • Like 8
  7. Looking great indeed! :)

    I'll just avoid the English recording since it will be difficult to translate. For consistency with the existing game I'll suggest to only have the on-screen text, can be easily translated and also changed if needed.

    • Like 5
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