Globulation's core selling point is its gameplay. Graphics are secondary.


------
Bradley Arsenault < [email protected] >
http://arsenault.enterprises/
647-261-0462
Toronto, Ontario


On Wed, Aug 27, 2014 at 11:38 AM, Alex K <[email protected]> wrote:

>  1) I'd definitely go for 2d. In all 3D RTS games that I played I move
> camera around on the first run, think "yeah, cool but useless, whatever",
> then go on playing in fixed isometric view all the time. Waste of resources.
> 2) I think tiles are enough. I'm not an avid Android gamer, but most games
> I've seen have them.
> 3) I was actually thinking about the opposite - give up on trying to
> squeeze RTS mission into short time and instead make them long, but
> pausable, so player can work on the mission in chunks. The idea here is to
> make pauses organic (theme them somehow) and quickly re-orient the player
> when he resumes the mission.
> As for what you're asking, I'm not sure how to achieve that without
> turning the game into tower defense :) Maybe giving the player a lot of
> infrastructure at mission start? Not sure how fun that would be though.
> 6) +1 for tablets only.
>
>
> On 27/08/14 14:06, Artur D wrote:
>
> Thanks for all your possitive responses.
>
> Yeah, I know it's going to be globulation3.
>
> To make things clearer:
>
> I will let you know when I could use some of your support, that is
> when I'm more aware of the actual tasks to be done. When will I have
> any financial problems (unlikely in the near future). But for that to
> happen I must do a lot of research and planning, so it will probably
> take me a month or two to actually start real coding.
>
> You probably remember me from globulation forums/irc channel. I am not
> an experienced game developper, nor android developper, but I wanted
> some real project to become one. I hope that I will learn a lot from
> this, and that's actually the only thing I'm certain of. Also I think
> that all of us had the problem which was having someone relentless
> enough to carry the project and keep it alive long enough for others
> to start contributing and treat it as a real thing. Now I bear in mind
> that it's probably too big for me, and I won't succeed, but I actually
> have a lot of motivation and I wish that'll be enough to at least
> release something playable.
>
> Although it's still quite far away, now you can help me using your
> love to globulation and imagination and raise a discussion of what
> fundamental changes would you see in globulation 3. Those decisions
> should be taken quite early.
>
> My main points to consider:
> 1) will it stay 2d, or actually make it 3d, or at least 3d rendered to
> allow better camera management, more realistic zooming and probably
> round planet in function of a minimap when you zoom out.
> I have a lot of concerns if 3d version will have good enough performance.
> Here I'd prefer 3d for its pros, what do you think? Can you reccomend
> any ready (and free) to use engines for that?
>
> 2) should I keep tiles, or make it with more freedom of space (which
> would be probably extremely difficult, considering amount of path glob
> is calculating), or make smaller tiles, or make everything radial (or
> eliptical). With radial stuff it would be very easy to calculate
> collisions, but still I'm not sure how pathmaking will work (but I
> think it's doable).
> As it would be probably nice to have, I think I'll stick to tiles. Or
> maybe you have some experience with what I mentioned and it's not as
> difficult as I imagine?
>
> 3) what could we change in gameplay to create opportunity for short,
> enjoyable games using a big part of variety the game will offer (apart
> from simple warrior/hospital rush) which duration wouldn't exceed 10
> minutes, as people on android are expecting games which they can play
> for example in traffic, short, but many games, and be able to stop
> when they wish. The current design of globulation I feel is lacking
> that option. Should I develop it keeping it in mind as high priority?
> What do you think?
>
> 4) I am not sure if similiar YOG client for android could work.
> Certainly in the future I will need help with multiplayer. I haven't
> seen an application which would offer downloading extra content for
> the game via the game, but I guess it's doable considering the fact
> that they are allowed to download extra ads to display :P
>
> 5) I haven't yet checked how programming in C++ under android looks
> like and whether I should learn java for this project, or stay with
> C++, as I saw few applications written in C++ ported for android with
> some emulations I'd guess. For example wesnoth.
>
> 6) I think I shouldn't worry about phones and design for tablets, as
> phones probably have too little resolution for this to work. Or am I
> wrong?
>
> So there's a lot of concerns. In the worst case I'll share postmortem
> and join your initiatives to revive globulation. Or in the more
> succesful case, I'll fail and someone will use my work to go on.
> Anyways it'll be fun.
>
> I am going to start working when my personal computer returns from
> repairment. I'll keep you updated.
>
> P.S: Sorry if my English is difficult to understand.
>
> Regards,
> zenfur
>
> _______________________________________________
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>
>
> --
> *--Regards, Alex*
>
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>
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