Pureon
WFG Retired-
Posts
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Everything posted by Pureon
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Just committed the below unit. Hope you guys like it Now I can commit the rope bridge which uses the same texture.
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So I just tried out a few of the new random map options - must say I'm very impressed with what you've done. I agree that the new RMS system works great.
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Could you also list what each of those technologies would do? Everyone is welcome to post their own tech ideas here too - might be useful for us later
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Awesome work historic_bruno, I'll try it out when I get home!
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Renewable resources were discussed by others before I made my comment, so it wasn't a direct response to your point. The way our terrains and flora work, that's not going to happen unless you started in a desert.
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I really really like your voice Venn, perfect for the trailer IMO. Thanks for offering!
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Collecting data from users
Pureon replied to Ykkrosh's topic in Game Development & Technical Discussion
Any unexpected/worrying results in the data collected so far? edit: Oops answered here -
I like silhouette3 the most too
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Excellent work! The colours are strong, but it's another important step forward for gameplay
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I quite often experience that on the main menu screen when I launch the game. Adding a second or more delay to the main menu music could possibly solve that?
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I like the sound of that, I suspect I'll be going athens on a regular basis
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Welcome Pedro! Any programming help you can provide now or in the future is also very welcome
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Therefore renewable resources will be available through trading, so everyone's happy
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So the further one market is to another the more resource can be collected?
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The market building allows players to barter for resources between allied factions. Merchants will travel between markets to exchange resources. How about 'buying' tree seeds from the market building, planting them in available spaces near your city, and then chopping them down when they've grown to full wood capacity. The wood from these trees could be used to build farms, therefore making food a renewable resource too.
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So if we went for the terrain flattening option, units would need to walk up near-vertical slopes to allow for movement between buildings (where flattening would have caused a slope to form)? If we went for the second, none terrain flattening option, then yes it would be very useful for all building props that sit on ground level. As Mythos says, the most obvious usage would be for farm fields and corral fences. But it sounds like we're going for terrain flattening, so that removes the need for it.
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Brilliant work Could a similar approach be used to change the height positioning of building propS? Instead of the props following the node’s z axis they instead follow the z point of the terrain. My choice would be the second option - Change the mesh to have some parts going vertically downwards below the zero plane. Low priority IMO
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I received your email and replied with a nice 'big' project for you If you could keep me updated via email that would be great.
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Nicely modelled Athos! Sorry to be the bearer of bad news, but both of those concepts were modelled years ago, so have already been UVed, textured, coded, and added to the unreleased civs. I can't be sure, but I'd assume that all the building concept sketches found on this site have already been produced. Athos, if you’d like to model something for us, feel free to send me an email (in my sig). I have a long list of items I’m attempting to model, so I’ve got 1 or 2 items that you might be interested in
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Rope bridge: And before you ask, no this bridge can't be crossed by units, it's broken in the middle so units are too frightened to cross it!
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Yep I created these ponds in a quick 10 minute experiment 2 months ago: With some transparency added to the water texture it wouldn't look too bad... or would it? The water is static, and that's quite obvious in-game. If it was possible to add sky reflections to models, the movement of the reflected clouds would probably help somewhat.
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Yeah it's not easy to find someone with enough Atlas knowledge, a good computer, and an eye for video. That's why I was hoping you could do it because I trust you'd do a good job
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Highest priority imo: Terrain decals - buildings without foundations flying in mid air... Display obscured units - will have a big impact on gameplay. Particles - will make the world more fluid. Distance fog - valuable asset for screenshots. Billboard sprites - might help farms. Cool idea! The last 5 features would be nice to have, but only after the others have been completed.
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Quacker are you happy recording some in-game footage yourself? It's very easy to change the camera settings for 0AD, allowing you to take some nice slow pan shots of the existing maps. Unfortunately my computer is too slow to record them in HD, you've probably seen my examples in the first post: http://www.wildfiregames.com/forum/index.php?showtopic=13817&view=findpost&p=213413 There's a few different faction maps floating about, I've emailed my version as a high-res PSD to your gmail. It's full size, but I could always work on some larger ones for you if needed, though I suspect it'll be fine for HD video.