Suggestions for 0 A.D.
#1641
Posted 02 February 2012 - 09:19 PM
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#1642
Posted 02 February 2012 - 09:28 PM
Wildfire Games 3d Artist
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#1643 Guest_afeder_*
Posted 02 February 2012 - 09:42 PM
That being said, a band of Romans marching in formation on a road to reach the enemy fast would be pretty cool.
#1644
Posted 02 February 2012 - 09:53 PM
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#1645
Posted 03 February 2012 - 01:13 AM
maybe the player could start out only being able to build dirt roads which they cant upgrade individually, but later be able to upgrade so that new roads are more professional looking ones like stone and tile
Edited by oshron, 03 February 2012 - 01:14 AM.
#1646
Posted 03 February 2012 - 02:01 AM
afeder, on 02 February 2012 - 09:42 PM, said:
That being said, a band of Romans marching in formation on a road to reach the enemy fast would be pretty cool.
that being the case, maybe there could be a hotkey option or button going with all units that can go into formations called "Loose" which means that they would break formation and just move as fast as they can of their own accord. if any of you have ever played the first Empire Earth game, every unit in that game moves like that, which admittedly can be troublesome if your fewer but faster cavalry arrive to the battle sooner and they arent equipped as well as your slower infantry are to fight approaching soldiers. however, if youre just trying to get from Point A to Point B, then traveling loose would be better
#1647
Posted 03 February 2012 - 02:29 AM
And the trade bonuses and speed increases count, I guess.
#1648
Posted 03 February 2012 - 01:30 PM
For example, a player wants two armies to attack at the same time, but from two different sides, so the player can "shift + (the button of pre-orders) + click" to program the first army to do something and, still holding the pre-orders' button, program the set of orders for the other army (the same way as the first) and then release the pre-orders button to start the sets of orders for both armies.
Since the queues are already featured in games and they don't seem to harm the playability, the "pre-orders" (just delaying the set of orders) won't cause much harm to it too, while adding the possibility of more strategies (specially if/when the bonuses of attacking by behind are implemented).
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#1649
Posted 03 February 2012 - 01:45 PM
Pedro Falcão, on 03 February 2012 - 01:30 PM, said:
For example, a player wants two armies to attack at the same time, but from two different sides, so the player can "shift + (the button of pre-orders) + click" to program the first army to do something and, still holding the pre-orders' button, program the set of orders for the other army (the same way as the first) and then release the pre-orders button to start the sets of orders for both armies.
Since the queues are already featured in games and they don't seem to harm the playability, the "pre-orders" (just delaying the set of orders) won't cause much harm to it too, while adding the possibility of more strategies (specially if/when the bonuses of attacking by behind are implemented).
As for the pre-orders, not sure about how easy it would be to implement just that, but at least for single-player gameplay it should be possible to make you able to give orders while the game is paused, which is more or less the same, except you don't need to remember some keyboard combinations other than the "Pause" button =) That doesn't apply to multiplayer though, so there something like what you suggest can definitely be relevant
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#1650
Posted 15 February 2012 - 02:26 AM
What I propose is a GUI option that displays the grid when the player selects a building to construct. This grid should correspond to the game engine's tiles already (no brainer) but also allow for building snapping. In my opinion, its a lot neater. But this doesn't have to be the primary focus of the game; its better suited for development after Part 1 is finished.
But on a side note: the terrain flattening issue should be addressed much sooner
#1651
Posted 15 February 2012 - 11:15 AM
Geek377, on 15 February 2012 - 02:26 AM, said:
What I propose is a GUI option that displays the grid when the player selects a building to construct. This grid should correspond to the game engine's tiles already (no brainer) but also allow for building snapping. In my opinion, its a lot neater. But this doesn't have to be the primary focus of the game; its better suited for development after Part 1 is finished.
But on a side note: the terrain flattening issue should be addressed much sooner
Starcraft 2 has such a feature.
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#1652
Posted 15 February 2012 - 12:40 PM
#1653 Guest_afeder_*
Posted 15 February 2012 - 12:59 PM
L, on 15 February 2012 - 12:40 PM, said:
#1654
Posted 15 February 2012 - 01:11 PM
L, on 15 February 2012 - 12:40 PM, said:
#1655
Posted 15 February 2012 - 02:37 PM
Pedro Falcão, on 15 February 2012 - 11:15 AM, said:
Starcraft 2 has all buildings locked to a grid system (confusingly this grid is at 45 degrees to how the graphics are drawn). This is pretty different from 0AD where buildings can be placed however you like. I am not sure quite how an optional grid system would work for 0AD.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#1656
Posted 16 February 2012 - 04:04 AM
hhyloc, on 15 February 2012 - 01:11 PM, said:
That sounds logic, at least this reminds me this is not Command and Conquer: Generals.
Thank you.
#1658
Posted 16 February 2012 - 01:01 PM
hhyloc, on 15 February 2012 - 01:11 PM, said:
Yes, and what's so wrong about infinite resources if they come much slower than the gathering rate? Age of Empires 3 featured 2 buildings that produced infinite resources: Mill (food) and Plantations (gold). Also Rise of Nations's resources never exhausted.
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#1659
Posted 16 February 2012 - 03:09 PM
Pedro Falcão, on 16 February 2012 - 01:01 PM, said:
#1660
Posted 16 February 2012 - 03:53 PM
Now a small income, (something like how they did with the relics ) WOULD be nice to have, and defiantly wouldn't hurt to have it in the game
No..
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