Some General Feedback
#1
Posted 22 June 2011 - 06:50 PM
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 Attack
Other 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 buildings
That's my feedback so far.
I'm open for discussions
Milchbubi
#2
Posted 22 June 2011 - 07:34 PM
Milchbubi, on 22 June 2011 - 06:50 PM, said:
Yes, we certainly can. But this sort of thing is currently on the back burner while we work on unfinished and inadequate art.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
- 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.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
I feel like this would crowd the UI a bit. Perhaps a concept of some sort would ease my hesitation about this idea.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
Not a horrible idea. Definitely something we can discuss.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
This is planned for but yet to be implemented.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
I'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.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
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
Milchbubi, on 22 June 2011 - 06:50 PM, said:
This bothers me sometimes as well. I hope this is implemented, but it's not really my place to decide.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
This is an arguable position, but we'll sort this kind of thing out when it comes to beta testing and faction balancing.
Milchbubi, on 22 June 2011 - 06:50 PM, said:
This 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!
Rob Kimball
Scion Development Producer (Rise of the East)

#3
Posted 22 June 2011 - 08:10 PM
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
#4
Posted 22 June 2011 - 08:11 PM
Milchbubi, on 22 June 2011 - 06:50 PM, said:
Hi 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.
Wildfire Games Programmer
Contact me: kenny@wildfiregames.com
#5
Posted 22 June 2011 - 11:43 PM
WASD = camera movement
QE = camera rotation
H = reset camera ('H'ome)
Shift-D = open/close developers console
Ctrl+1-0 = create control groups
1-0 = Select control groups
Alt-Enter = toggle windowed mode
F2 = screenshot
~ = console
and perhaps a few others.
Quote

This leaves no room for resources or stances.
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#6
Posted 23 June 2011 - 05:19 AM
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 Idea
Milchbubi
#7
Posted 23 June 2011 - 07:42 AM
Milchbubi, on 22 June 2011 - 06:50 PM, said:
Milchbubi, on 22 June 2011 - 06:50 PM, said:
Milchbubi, on 22 June 2011 - 06:50 PM, said:
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.
#8
Posted 23 June 2011 - 09:52 AM
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com
#9
Posted 23 June 2011 - 06:15 PM
Mythos_Ruler, on 22 June 2011 - 11:43 PM, said:
WASD = camera movement
QE = camera rotation
H = reset camera ('H'ome)
Shift-D = open/close developers console
Ctrl+1-0 = create control groups
1-0 = Select control groups
Alt-Enter = toggle windowed mode
F2 = screenshot
~ = console
and perhaps a few others.
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#10
Posted 24 May 2012 - 06:38 AM
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
#11
Posted 24 May 2012 - 03:41 PM
Milchbubi, on 22 June 2011 - 06:50 PM, said:
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.
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