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Some General Feedback


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#1 Milchbubi

Milchbubi

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  • Tiro
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Posted 22 June 2011 - 06:50 PM

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 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 Kimball

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Posted 22 June 2011 - 07:34 PM

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- 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.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

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.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- 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 feel like this would crowd the UI a bit. Perhaps a concept of some sort would ease my hesitation about this idea.


View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- 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. (y)


View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- You could add some unit command buttons like STOP, Walk, Hold Position or Attack


This is planned for but yet to be implemented.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- 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

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.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- 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

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- You can not make a waypoint from the towncenter on a ressource

This bothers me sometimes as well. I hope this is implemented, but it's not really my place to decide.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- the vision of the Units is to far

This is an arguable position, but we'll sort this kind of thing out when it comes to beta testing and faction balancing.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- Why can the troops also build buildings? I would like it when only the workers could build buildings

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! :cheers:

Rob Kimball
Scion Development Producer (Rise of the East)

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image


#3 Milchbubi

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Posted 22 June 2011 - 08:10 PM

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)
Posted Image


Milchbubi

#4 Chakakhan

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Posted 22 June 2011 - 08:11 PM

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- 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

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.
Kenny Long [aka Chakakhan]

Wildfire Games Programmer
Contact me: kenny@wildfiregames.com

Posted Image

#5 Mythos_Ruler

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Posted 22 June 2011 - 11:43 PM

Right now the only hotkeys we have enabled are:

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

Posted Image

This leaves no room for resources or stances.
Michael D. Hafer [aka Mythos_Ruler]

Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!


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#6 Milchbubi

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Posted 23 June 2011 - 05:19 AM

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 IdeaPosted Image

Milchbubi

#7 Rasunadon

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Posted 23 June 2011 - 07:42 AM

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

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.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

I would divide the buildings into two groups 1 group for civil building and one for the military buildings
They 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.

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

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.

#8 plumo

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Posted 23 June 2011 - 09:52 AM

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.
B. Guns [aka Plumo]
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com

#9 feneur

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Posted 23 June 2011 - 06:15 PM

View PostMythos_Ruler, on 22 June 2011 - 11:43 PM, said:

Right now the only hotkeys we have enabled are:

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.
http://trac.wildfire...om/wiki/HotKeys contains a list of all the hotkeys (at least it does now that I added the control group keys :) ).

Erik Johansson [ aka feneur ]

Wildfire Games
Contact me: feneur@wildfiregames.com



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#10 rob582

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Posted 24 May 2012 - 06:38 AM

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

#11 fireprog

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Posted 24 May 2012 - 03:41 PM

View PostMilchbubi, on 22 June 2011 - 06:50 PM, said:

- 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.




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