Genava55 1.173 Posted July 29, 2020 Report Share Posted July 29, 2020 2 Quote Link to post Share on other sites
Sundiata 3.173 Posted July 29, 2020 Report Share Posted July 29, 2020 That looks incredible... Quote Link to post Share on other sites
wowgetoffyourcellphone 6.211 Posted July 29, 2020 Report Share Posted July 29, 2020 I like the road placement. Quote Link to post Share on other sites
Genava55 1.173 Posted August 30, 2020 Report Share Posted August 30, 2020 1 Quote Link to post Share on other sites
wowgetoffyourcellphone 6.211 Posted August 30, 2020 Report Share Posted August 30, 2020 10 hours ago, Genava55 said: I love the way walls are placed. Another thing I've noticed about a lot of RTS games, that 0 A.D. may be getting wrong, is that maps in other games are largely open space, allowing a lot of space for the player to build without the frustration of random trees or rocks blocking the way. Now, in Delenda Est I fixed this by allowing trees to be built over (the tree is removed). It just needs the tree to turn red when the building preview is waved over it and it would be feature complete. Also, maps in other games tend to have maybe 3 or 4 main terrain textures for that map and that's it. 0 A.D. currently may use way too many terrains per map. It's something I'm trying to fix with the new biomes, reduce the number of terrains, make them super textures so they can take up more of the terrain grid with less repeating pattern. 1 Quote Link to post Share on other sites
Genava55 1.173 Posted September 1, 2020 Report Share Posted September 1, 2020 On 8/30/2020 at 10:51 PM, wowgetoffyourcellphone said: I love the way walls are placed. Another thing I've noticed about a lot of RTS games, that 0 A.D. may be getting wrong, is that maps in other games are largely open space, allowing a lot of space for the player to build without the frustration of random trees or rocks blocking the way. Now, in Delenda Est I fixed this by allowing trees to be built over (the tree is removed). It just needs the tree to turn red when the building preview is waved over it and it would be feature complete. Also, maps in other games tend to have maybe 3 or 4 main terrain textures for that map and that's it. 0 A.D. currently may use way too many terrains per map. It's something I'm trying to fix with the new biomes, reduce the number of terrains, make them super textures so they can take up more of the terrain grid with less repeating pattern. Well it really depends on the focus of the gameplay. Stronghold series is known to focus more on the buildings and the economy. The military is more about strategies than tactics, more about macro than micro. Siege defense also plays a big role, with a more dynamic system than 0AD and AoE. So everything stresses the need for open field and wide space. At the opposite, I would say Ancestors Legacy is the perfect example of the reverse situation, focusing more on tactical decisions. Terrain diversity, closer field, chokepoints etc. this is clearly suited to the gameplay. 1 Quote Link to post Share on other sites
Genava55 1.173 Posted December 20, 2020 Report Share Posted December 20, 2020 Quote Link to post Share on other sites
Genava55 1.173 Posted January 12 Report Share Posted January 12 1 Quote Link to post Share on other sites
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