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Pureon

WFG Retired
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Posts posted by Pureon

  1. I'll leave it to you guys to decide on the solution then.

    I think more people were in favour of the icons than against, so the matter is very much still open to alternative ideas and discussion.

    To reiterate wraitti's comment, why clutter the UI with an additional 17+- pieces of information (each phase icon) when simply hovering over each structure's icon reveals everything the user needs to know.

  2. As some of you may have noticed, we've created some new structure and technology icons over the past few Alpha releases. Below we'll give you some insight on how these icons come to life.

    The icons themselves are created at 128x128 pixels or larger, but must remain recognizable when scaled down to 40x40 pixels when used on the game's user interfaces. This need for scalability means the full size icons must have high contrast colours and sometimes include exaggerated shapes, otherwise they will fade and blur too much when scaled down.

    5AFMRrI.jpg

    A few of you have asked how I create icons, so above is an image showing how they can develop from a concept sketch to the finished icon. The handcart technology icon started as a very simple 3D model created in Blender, with texturing applied to a render of the model using Photoshop (GIMP can easily achieve the same result). The Military Engineers icon (above right) started out as a quick rough sketch on a piece of paper which was then scanned and then textured over using Photoshop.

    QuvKF6y.jpg

    Above are some of the new structure icons we've created over the past few months. Many of these are simply higher-definition versions of icons that have been in 0 A.D. for many years, while others are for new buildings or have been redesigned completely.

    pnY8Mx1.jpg

    Technology icons such as those above could eventually appear in Tech/Structure trees. Here's a Structure Tree design concept:

    DEcfcpT.jpg

    Ideally this will evolve from a static design concept into an online interactive Structure Tree that updates itself whenever changes are made to 0 A.D.

    Last but not least, here are some animal and special object icons:

    DrZq4Bt.jpg

    I'm not very good at human faces, so some of you may recognize the couple in the above image from the 0 A.D. main menu illustration ;) Another reason for showing these animal icons is because we still need around 40 or more icons for animals, and we need someone with good illustration skills to take on this task.

    If you'd like to comment on any of these, or have any questions for me, please do so below.

    • Like 3
  3. Can someone point out why iberians are underpowered?

    It's possible this is no longer the case given we've been tweaking balance (house costs, heroes, etc.) the past few weeks.

    If wall towers no longer have ranged attack by default, I'd prefer to keep the gates on Iberian starting walls based on the comments above. We could make the Iberian stone walls 30-40% weaker at start and allow them to tech to 100% hp when in city phase - so they get their walls at start but they aren't such a barrier to other players without siege capabilities pre-city phase.

  4. The game starts slowly and finishes really fast ( Ai growth for example is basically exponential...

    Unlike other games our soldiers aid with resource gathering, allowing this exponential growth.

    An option discussed previously is to have techs that gradually turn citizen-soldiers from 'villagers' into 'soldiers'. Without these techs citizen-soldiers would be very strong economically, and weak militarily. If you upgrade your citizens too early your economy would suffer, if you upgrade too late you could be attacked by a much stronger army.

  5. Most multiplayer gamers hate starting as Iberians because their units are underpowered. I understand raiding should be possible against them, and don't see anything wrong with removing their gates, however nerfing one of the more under-powered civs in this way means boosting them elsewhere. Can you suggest where this would be? Their siege cavalry unit could definitely use a boost imo.

    Secondly, we could remove auto-arrows from Wall Towers until a tech is researched in the Town Phase (a revamped "Night's Watch" tech).

    Yeah good idea :)

  6. In the spot where you are building, the engine would transform the terrain from the surface terrain into the bedrock terrain of that spot

    That's a very interesting idea. Visually this might look very odd in places. I can picture low buildings hiding themselves in hillsides.

    Unit pathfinding wouldn't be affected because units would walk around the building like normal. Once the building is destroyed, the terrain would have to automatically transform back to how it was originally, otherwise it would be too easy to create impassible terrain walls.

  7. yeah, all implement in Alpha 12 was in Art depatment, Programming must be have double and even triple Members

    0 A.D. Alpha 12 Loucetios Release features list:

    Diplomacy Programming

    Packing Siege Engines Programming & Art

    Formation Order Queueing Programming

    Heroes Programming

    Slaughter Attack Programming

    Unit Training Hotkeys Programming

    New Match Setup Options Programming

    Five New Random Maps Programming

    Improved Water Rendering Programming

    Post-Processing Manager Programming

    Rubble Art

    New song Sound

    Sound Manager update Programming

    Hmm.

  8. Why not make a post in the Sourceforge "Help Wanted" forum? Seems to be fairly active...

    Thanks for flagging fireprog :)

    We discussed this internally at the end of 2012 but the discussion went quiet while we were getting ready to release Alpha 12. Also discussed was a help wanted page for our website, which i still think is a good idea so I'll raise it again with the team.

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