Pureon
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Posts posted by Pureon
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What's new in this screenshot:
(It's a new special building for the Persians - some new eyecandy)
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I've been working on the interface designs sporadically over the past three months, so it's probably time to show an update.
Here are updated designs for the 3 windows I previewed before - the current designs are shown below each one:
Edit: Here's a redesign of the Match Setup screen:
Current design:
New design:
Let me know what you think! Like it?
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I believe we're currently using the Punic Mausoleum of Ateban as a wonder for the Carthaginians.
Do you have any information about the Temple of Baal and Astarte?
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Welcome to the forums Tucker.
We're looking for experienced Blender animators to help us model and animate the remaining animals in the game. It's one of the most critical tasks remaining for the Art team, so your experience both with modeling animals and rigging is very relevant.
Initially I'd suggest you take a look at this basic 3D tutorial as it'll help you understand a bit more about how the game operates. Enrique (our Art Department Lead) will be along shortly.
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I would say to look at it from the other way: Disabled in Atlas by default, with a 'Flatten' button in the UI to flatten the terrain beneath the selected building. Just an idea.
Agreed, that works well. Lets go with that
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Nice. I like the sound of that.
Incidentally, would scenario designers want a feature in Atlas to disable flattening on an individual building so they can have more manual control, rather than it applying universally? Or should flattening be disabled entirely for buildings placed in Atlas?
Thanks for asking. Yes we will need a way to disable flattening on buildings in Atlas, though I don't mind flattening being on by default if that's what everyone agrees to. Lets see what Mythos says, he's created most of the scenario maps.
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Regarding terrain-flattening: I did a quick thing like here to experiment with it.
Looks really good to me
Is this something that can be applied to structure templates so that some buildings (notably walls) don't flatten terrain?
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Nice shot - and you were getting 60 fps too
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It's looking really promising
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Looks amazing
Do those bricks on the corners of the structure actually stick out? I love those little details.
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How do I post a PM here at this forum?
Edit: I'm going to start a thread.
You could have just asked questions here to keep current AI discussion in one place...
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Only one thing I wanted to add. I've recently watched some 0AD gameplay videos, and on easy the AI still can be way too hard for beginning players. It might be nice to add an even easier "sandbox" level for those beginning players and maybe even replace some of the extra "easy" bots with the new "sandbox" difficulty on Aegis.
This has been discussed within the team and is something that we (thanks wraitii ) will work on. We want to ensure everyone gets to enjoy the game no matter the experience they have with RTS games.
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Hi mahesh, welcome to the forums
Please see this post for details on what's needed.
Here's the voice list that we're working with for now:
http://trac.wildfiregames.com/wiki/Audio_Voice_List
The game is constantly evolving, so changes and additions may be needed in the future.
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I'd have to agree with the others, there's something not quite right with that roof, and I don't think a strip of tiles in the valley areas will help it. Other than that all the concepts Enrique's presented are ready to commit
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The fans are going wild with the first screenshot, I'll wait a day or two and distribute the second one.
Nice to see the fans appreciate wraitii's work - it's had more comments on there than any other recent item, including the Alpha 12 release!
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My real name's James Baillie, since that doesn't seem to be in at present.
Thanks, added.
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you can do one for every factions?
The factions already have emblems.
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I contacted Gudo who said he was currently unable to do the updates, so I've updated the list to include the additions/changes mentioned by sanderd17.
I believe we still need to add the names listed by leper a few posts up.
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Hi Palantius
Welcome to the forums! Good to hear you find the project interesting
We aren't actively looking for a new logo for 0 A.D. but that doesn't mean we can't be persuaded if a suitable alternative is presented to us.
Regarding your proposed logo, unfortunately I don't think it's enough of an improvement over the current design - which I agree is looking tired and needs a more modern (+ancient) twist added to it. As you say, when reduced in size your logo is much too dark - all the nice details are lost. I like that you've added some layers to the icon, however these are quite difficult to see because of the rough metal texture. Try increasing the definition of the layers.
See the spoiler below for some visuals I've collected that could influence the design of a new 0 A.D. logo. I'm not saying we should copy any of them - they're just for inspiration. I'm also not suggesting the new logo should be silver.
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Hi Don, I see that Redfox has commented on your ticket now.
If you want to, you can also chat with some of the developers on the #0ad-dev IRC channel on QuakeNet most evenings. It might help get your patches reviewed faster too
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Thanks for the feedback guys. Glad you like them
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I just found how to make your eyecandy unpassable (so soldiers can't walk through) in a decent way (without putting other entities in it).
Basically, you make a template template_eyecandy.xml with the following code:
...
I'm surprised there isn't already a template that does this.
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Thanks for the feedback on the Carthaginian Blacksmith everyone
Here's my Persian Blacksmith concept:
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User Interface concepts
in Game Development & Technical Discussion
Posted
Thanks for the feedback so far. The A N E selections will be replaced with dropdowns (as agreed before).
@sanderd17: I'm only working on the design, we need a programmer to work with me on this ASAP.