I like most of those options (especially the idea of an insta-map option right from the create game screen like AoE has, this is something I played around with awhile back but just didn't have the skills to fully implement) if we add in another completely new map generator then I would recommend getting rid of at least ONE of the older ones as it will be pretty bloated with 3 in there. I did set up a locking campaign system however it's based off the joey campaign and his story. If we're going to get a bigger campaign system implemented we'll need to come up with a story and universe to base everything off of. I know there is a wiki page with recommendations and suggestions for various universes but we will need to make one of them official (or come up with a whole new one) so that when the campaign maps are created and the stories behind them are set up there aren't any conflicts. The only thing I would stress about the universe is that the globs are NOT a hive mind. Read the universe page for my reasons behind this but honestly if you think about the way the game is played the globs simply don't act like a hive-mind. Pre-game alliances are a definite addition though I think there should be a pre-game toggle that allows/prohibits in-game alliance switching. The rest of the stuff would be nice (especially a built-in tournament ladder) but not really necessary.
On Sat, 2006-09-23 at 14:06 -0400, Bradley Arsenault wrote: > I'm bored so I'm starting another thread about the future, with > specific plans I think evyerone can agree on. * ones are disputable. > Having completed the map editor, we are really making progress to 1.0 > goals set a long time ago. Giszmo said that we should release 1.0 > imeddiettly following the completion of the new map editor. Although I > think that got lost in the confusion of the desync bugs that have cost > us much progress. > > 1) We need a new, advanced campaign system. I'm planning on something > like this, it would allow for complex map-unlocking chains, pictures, > music and maybe even movies to be played as pre-mission dialogues. It > would allot for an overhead map where you click on the scenario > location (this is very difficult, unfortenetly, because Glob2 maps are > torodial and thus can't be formed into a larger map). > > 2) Custom games need to be improved. Alliances need to be editable > before the game starts. Random maps need to be generatable live and > jumped into right from the custom game menu, without first going into > the editor. I'm also planning on doing this. > > *3) The multiplayer base needs to be improved. The YOG server and > client need to be able to facilitate easy enhancements to their > protocol, perhaps by converting them to use an XML based protocol, > which is easy to parse by machine or human, easy to expand and shrink, > etc.. > > *4) On the same idea, the game host - game client code needs to be > improved as well. Right now, as far as I can tell, it uses the same > system that the system used in-game to communicate. This is a > signifigant change, it would be desirable to convert it to an XML > based protocol as well, maybe even merge most of the code with the YOG > protocols, and leave binary based communication only for in-game. > > *5) With 3 and 4 done, we can easily make the internet gameplay feel > exactly as it should - high paced, and unplanned (so to speak). We can > add streamlined tournament system right into glob2 with minimal > effort. Anywho, none of 3, 4, 5 are absolutely nesseccarry in my > opponion, they are just nice pre 1.0 feature to get done. > > *6) No offense to Giszmo, but we should have another map generation > system, perhaps using a different approach. I love Giszmos maps mainly > because they are realistic and customizable. On the other hand, they > are generally unballanced, making them better for scenarios when a > realistic, unballanced terrain is desirable. The different approach > I'm suggesting is using a somewhat constraint based system. For > example - having the map generator select a position for an island of > wheat based on the distance to each of the four players islands > multiplied by a small random modifier between 0.8 and 1.2. This is > certainly not a required feature by any means, just an idea. > > - Thought about the in-game net code - > I think that the in-game portion of internet play is fine, aside from > desyncs which are not directly caused by the current internet code. > The talk I brought up earlier about rewriting the net code is sort of > old. Really, the only problem with the net code is that 0-checksum > desyncs, which are more of a bug causing a desync than an actuall > desync. I'm not sure of donkeyhotay solved this bug or a different > one. > > - The far-far future - > The focus should be on gameplay, not graphics. I am making plans > (years in advance) to use the Blender models of our globs to make a > start on Globulation 2 3D, the globs weould be the only 3d thing, > walking on a plane of the graphics we used to use. > > - The map editor should be crossed off other than bugs - > Having updated the map editor, and in my most recent commit, made it > into a semi-widget system (not GAGWidgets which aren't suited to the > high-coupling enviroment of the map editor), the map editor is > complete, and/or, easily enough extended to be complete. > > - We are getting close to a kick ass, open source game - > After those changes are done, translations are all updated, a tutorial > campaign and subsequently a storyline-based campaign is made, I think > the game is ready for 1.0. > > -- > Start and finish, Bradley Arsenault > > > _______________________________________________ > glob2-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/glob2-devel -- Do not be afraid to joust a giant just because some people insist on believing in windmills. _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
