Jump to content

Building placement features


Recommended Posts

Building placement features had been discussed since a long time. Those kind of features are highly dependent of the kind of game, of the obstruction design and so on.

Among the specificity of 0AD and derived games, the buildings are rotated rectangles (and don't align on a grid).

* Some discussions which occured in the past:

https://trac.wildfiregames.com/ticket/3685

(enforcing distance between building for realistic placement)

https://trac.wildfiregames.com/ticket/3920

(magnetic grid)

https://trac.wildfiregames.com/ticket/3920#comment:2

(dev input)

https://trac.wildfiregames.com/wiki/GameplayFeatureStatus

(Entity alignment to terrain grid)

https://code.wildfiregames.com/rP23330

(building snapping feature)

(feedback about snapping feature)

* Some other games concept:

buildshift

buildctrlshiftunit

buildshiftaltx

(placement helpers for batching)

* I also remember a person in the lobby having a custom gui mod for building placement (with a nick starting with L) edit: it's  @Lefo

 

Now my questions are:

What do people want?

What players want?

What developpers want?

Does someone has a proper consistent clear design in mind?

 

Thanks for your inputs!

Edited by fatherbushido
  • Like 4
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...