Milchbubi Posted June 22, 2011 Report Share Posted June 22, 2011 I Wildfire games and 0 A.D. Community.I'm really impressed by your game and I like it very much.I have now played same games and I have some Ideas for the game.Graphics- Could you make the Chickens bigger ( I think they are to small, and when I was on top view I first didn't see them)Hotkeys:- Hotkeys would make the Gameplay much more handy( I dont' know if this is very difficult to do )- I have played serveral Strategy games and the best way (for me) to make hotskey was to to allign it to the keyboard ========= |Q |W |E |R | ========= |A |S |D |F | ========= |Y |X |C |V | =========Interface:- I would divide the buildings into two groups 1 group for civil building and one for the military buildings- It would also be better ,when you would put the stats of a unit( attak, armor) directly besides the unit portait, so you can quick see them and the player doesn't has to go with the cursor over the Symbol- Another thing is, that you can make the Interface transparent if the cursor is not over the interface.- You could add some unit command buttons like STOP, Walk, Hold Position or AttackOther Things:- I don't know if this is a Bug but if the player has a Unit selected and gives the unit a command, there is a small delay so 1 sec, before the Unit moves- Placing walls is in my opinion not very precize and the rotation with mousemovement is not very handy, so I would rotate the walls with the mouse wheele. I also couldnt make it to close a canyon( do you know what I mean I don't know the right word) with walls , so that no enemies could go through. So to solve this you could make a Grid which is all over the map and you could define(is this correct?) where units can go and buildings can be placed and where not.- You can not make a waypoint from the towncenter on a ressource- the vision of the Units is to far- Why can the troops also build buildings? I would like it when only the workers could build buildingsThat's my feedback so far. I'm open for discussionsMilchbubi Quote Link to comment Share on other sites More sharing options...
Kimball Posted June 22, 2011 Report Share Posted June 22, 2011 - Could you make the Chickens bigger ( I think they are to small, and when I was on top view I first didn't see them)Yes, we certainly can. But this sort of thing is currently on the back burner while we work on unfinished and inadequate art.Hotkeys:- Hotkeys would make the Gameplay much more handy( I dont' know if this is very difficult to do )- I have played serveral Strategy games and the best way (for me) to make hotskey was to to allign it to the keyboard ========= |Q |W |E |R | ========= |A |S |D |F | ========= |Y |X |C |V | =========Yes, we do plan to have hotkeys implemented, and chances are, you'll be able to customize what you want each key to do.- It would also be better ,when you would put the stats of a unit( attak, armor) directly besides the unit portait, so you can quick see them and the player doesn't has to go with the cursor over the SymbolI feel like this would crowd the UI a bit. Perhaps a concept of some sort would ease my hesitation about this idea.- Another thing is, that you can make the Interface transparent if the cursor is not over the interface.Not a horrible idea. Definitely something we can discuss. - You could add some unit command buttons like STOP, Walk, Hold Position or AttackThis is planned for but yet to be implemented.- I don't know if this is a Bug but if the player has a Unit selected and gives the unit a command, there is a small delay so 1 sec, before the Unit movesI'm sure there are plenty of people on the team that could explain this much more adequately than I ever could, but this is just a function of the game calculating the unit's movement. It might be faster in the future, but it's not the end of the world if it isn't.- Placing walls is in my opinion not very precize and the rotation with mousemovement is not very handy, so I would rotate the walls with the mouse wheele. I also couldnt make it to close a canyon( do you know what I mean I don't know the right word) with walls , so that no enemies could go through. So to solve this you could make a Grid which is all over the map and you could define(is this correct?) where units can go and buildings can be placed and where not.Eventually, wall placement will be much easier. See: http://www.wildfireg...ndpost&p=219782- You can not make a waypoint from the towncenter on a ressourceThis bothers me sometimes as well. I hope this is implemented, but it's not really my place to decide.- the vision of the Units is to farThis is an arguable position, but we'll sort this kind of thing out when it comes to beta testing and faction balancing.- Why can the troops also build buildings? I would like it when only the workers could build buildingsThis is following our concept of the "citizen-soldier', something we decided to integrate into the design from the very beginning. It's a very small example of what sets our game apart from similar titles.Hope that helped! Quote Link to comment Share on other sites More sharing options...
Milchbubi Posted June 22, 2011 Author Report Share Posted June 22, 2011 Hi Kimball,Thank you for your answer,here is a quick impression how the thing with the stats could look like ( i am not very familiar with gimp but i hope it's ok to show the general idea) Milchbubi Quote Link to comment Share on other sites More sharing options...
Chakakhan Posted June 22, 2011 Report Share Posted June 22, 2011 - I don't know if this is a Bug but if the player has a Unit selected and gives the unit a command, there is a small delay so 1 sec, before the Unit movesHi Milchbubi,There is a patch that will help movement delay quite a bit. It still has to be reviewed and integrated into the build. There are many tasks planned for improving performance throughout the system. If you look at the task lists in the dev area you will see there are lots of tasks that are related to improving performance. It is an incremental process, you improve algorithms and code to reduce the current bottlenecks. After making a certain number of improvments the bottleneck moves to another area of the code and the focus is on that area. This happens over and over.At the same time you are adding new features. At this point a lot of emphasis is put on getting new features implemented over fine tuning performance.Thanks for the feedback. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 22, 2011 Report Share Posted June 22, 2011 Right now the only hotkeys we have enabled are:WASD = camera movementQE = camera rotationH = reset camera ('H'ome)Shift-D = open/close developers consoleCtrl+1-0 = create control groups1-0 = Select control groupsAlt-Enter = toggle windowed modeF2 = screenshot~ = consoleand perhaps a few others.This leaves no room for resources or stances. Quote Link to comment Share on other sites More sharing options...
Milchbubi Posted June 23, 2011 Author Report Share Posted June 23, 2011 Hi Mythos_Ruler,thank you for your hint, I honastly forgot, that there needs to be space for ressources.Well, in this case I think the Interface would be to overloaded.So just forget this IdeaMilchbubi Quote Link to comment Share on other sites More sharing options...
Rasunadon Posted June 23, 2011 Report Share Posted June 23, 2011 Another thing is, that you can make the Interface transparent if the cursor is not over the interface.If this was ever implemented I would advise to do it only selectable in settings and not to hard code it. When you are in battle and are coordinating an attack your mouse is out of this region but there is overall health of selected units and their types. So I at least need it.I would divide the buildings into two groups 1 group for civil building and one for the military buildingsThey are divided. Women can start building of only civil buildings (first row) while citizen-soldiers can start building of both civil and military buildings (both rows). But both types could construct the building as soon as there are foundations.also couldnt make it to close a canyon( do you know what I mean I don't know the right word) with walls , so that no enemies could go through.So to solve this you could make a Grid which is all over the map and you could define(is this correct?) where units can go and buildings can be placed and where not.This is not needed. If you have built so many walls that some canyon is closed your enemy should go throught another one or take a lot of siege units. Easy. Quote Link to comment Share on other sites More sharing options...
plumo Posted June 23, 2011 Report Share Posted June 23, 2011 I agree with the OP: Attack damage and armour should be visible in the UI of a unit without having to go over with the cursor. I really enjoyed this in Age of empires 1 and 2, but I hated the system in AOE3: there was just too much info and parameters. Quote Link to comment Share on other sites More sharing options...
feneur Posted June 23, 2011 Report Share Posted June 23, 2011 Right now the only hotkeys we have enabled are:WASD = camera movementQE = camera rotationH = reset camera ('H'ome)Shift-D = open/close developers consoleCtrl+1-0 = create control groups1-0 = Select control groupsAlt-Enter = toggle windowed modeF2 = screenshot~ = consoleand perhaps a few others.http://trac.wildfiregames.com/wiki/HotKeys contains a list of all the hotkeys (at least it does now that I added the control group keys ). Quote Link to comment Share on other sites More sharing options...
rob582 Posted May 24, 2012 Report Share Posted May 24, 2012 Hi,Im having trouble with lag, so im trying to create the log file for upload. The shift F11 doesnt seem to work on my Mac. Is there a specific list of hotkeys just for the OSX?Thanks Quote Link to comment Share on other sites More sharing options...
fireprog Posted May 24, 2012 Report Share Posted May 24, 2012 - It would also be better ,when you would put the stats of a unit( attak, armor) directly besides the unit portait, so you can quick see them and the player doesn't has to go with the cursor over the Symbol.I think this is a good idea, its something that should be clearly displayed I think, this information is pretty important for your strategy.. You lose time with the hover over the symbol and you get distracted from the game.Though it should be implemented in a way that it doesn't crowd the GUI like Kimball stated. Quote Link to comment Share on other sites More sharing options...
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