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wraitii

WFG Programming Team
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Posts posted by wraitii

  1. Pretty good work, but I'd also suggest darker colours for the background, they look more "pro", and too light colors can be a bit hard to look at in such screens.

    Maybe you could differentiate winning and losing summary screens? I know some games do so ( I'm pretty sure AgeOf II did so, but It's been a long time since I lost at this game :) ), and it looks rather nice.

    You could also try adding some shades to the overall screen, or make textures a bit different, but that's just my tastes.

  2. I must say I highly second the suggestion that was made of having wolves move and act in "packs". This is the kind of thing that separate very good games from great games.

    Of course, it should not be on top of your priority list :)

    Also seconding the supply-cart for attrition games. This was in Rise Of Nations and made for some very interesting tactics where the cart had to be guarded, and made raiding much more interesting.

    Of course, I also second putting this as an optional setting, because it's not so "conventional".

    As far as the "clic some units, act/attack on group/formation" thing, I think it's a very good idea, that solves a lot of micromanagement and makes for a much more convenient play.

    Particularly, if you decide to allow "attack on a whole formation", it would be a pretty neat idea to have units automatically attack the unit they are strong against ( well, actually it would be even better if they had a chance to attack the unit they're strongest against depending on their experience. Basic would attack rather random units, advanced would be more clever, and expert would never fail to target the unit they are strongest against. But that could take some pretty time-consuming AI computing ).

    I'd keep a setting that would allow to attack a single unit, though. Like an alt+right click would only attack one unit, because it sometimes makes sense to attack a single target ( such as a supply cart, siege engine or particularly strong unit ).

    As for solving the problem WhiteTreePaladin brought up, I think it should only be activated as a feature if the player selects something like three or more units. If a single unit is selected, it should target the exact target.

  3. Hi, new poster ( French, to make things more lame ), and I just read about the last 30 pages of this topic.

    I must say passable forests seems like a really great idea. I even think that to normal "units", that is basic soldiers or stuff like that ( small human shaped stuff ), any forest should be passable ( or it would be so dense that you just couldn't get in at that time (0ad) by any mean, even for wood cutting purpose).

    I know you guys are quite far in the coding process ( and particularly the pathfinding stuff, since going through a forest would juste be a nightmare to code, if you want units to avoid trees ), but that really would make this game awesome ( it's already, get me right, but boy that would just rock ).

    I'm pretty sure I played a game where some units could go through forests. Must have been scouts in RoN. RoN was such an innovative RTS ( and an amazing game imo ), I'm still amazed that it has left no real legacy.

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