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:--[[User:Nct|Nct]] 14:05, 7 December 2005 (PST) |
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*revamped tutorial and campaigns |
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*revamped tutorial and campaigns |
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* Mission Objectives screen is ugly. When running at higher resolutions the text is very hard to read, since the whole description can fit on one line. Maybe add a preview of the map you're about to start? |
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* Add tooltips where the user can't figure out in another way what a thingy does. |
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* Improve the tutorial. Look at the professional game studios; they know how to make a good tutorial. |
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* The annoying line that is moving down my minimap (starting from top when it hits bottom) is totally ruining the setting, giving me herpes, permanent eye damage and brain cancer. Remove! |
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* Confirm when destroying a building. |
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from --[[User:Stefan Kangas|Stefan Kangas]] 01:41, 18 December 2005 (PST) |
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Revision as of 09:41, 18 December 2005
This is what has been gathered from the mailing list
If you would like to adopt one of these projects please put your name under it!
- jack-audio-connection-kit support
- Why? For sound input? Sound output already uses SDL
- --Nct 14:04, 7 December 2005 (PST)
- SDL doesn't work well with jackd. I've tried, unless you know of a way. some people must use jackd do to the cards they have, such as me (the m-audio 1010LT) and glob2 doesn't work with it for sound
- --AppleBoy 09:06, 10 December 2005 (PST)
- a VoIP solution for in game talking
- Already implemented for Linux, just need to implement system-specific code for OS X and Win32
- --Nct 14:05, 7 December 2005 (PST)
- revamped tutorial and campaigns
- Mission Objectives screen is ugly. When running at higher resolutions the text is very hard to read, since the whole description can fit on one line. Maybe add a preview of the map you're about to start?
- Add tooltips where the user can't figure out in another way what a thingy does.
- Improve the tutorial. Look at the professional game studios; they know how to make a good tutorial.
- The annoying line that is moving down my minimap (starting from top when it hits bottom) is totally ruining the setting, giving me herpes, permanent eye damage and brain cancer. Remove!
- Confirm when destroying a building.
from --Stefan Kangas 01:41, 18 December 2005 (PST)
from AppleBoy:
- ysagoon online renamed to something cooler
- a new meta server setup that allows the linking of multiple ones for redundancy
- basically something like battlnet from blizzard, where you can choose your location and connect to that one
- have the metaserver deny you access if you aren't running the latest version
- have a seperate metaserver for testing versions
- level4 towers able to attack air! necessity!
- before the game, be able to choose the following:
- fruit vision enabled or disabled? - reason being sometimes a person will turn it on to turn the tables when they are loosing because they have more fruit (ok, I do this to others, but still)
- fog of war?
- allies (still changeable in game)
from forums:
- look over the strength of level3 buildings, maybe too weak?
- is the issue where the AI will still allow it's buildings to be surrounded by wood or wheat?
New gameplay ideas
from Steph:
Magician
We can have a new unit, let's call it magician, caster or shadow for now.
This unit will undiscover the map around it for the enemy (i.e., recreate
black). When upgraded, it could kill explorers. This way, the information
control get a first place in glob2's gameplay. Ideally, it should be linked
to papyrus. I still don't know how it should be done (by a building, an
upgrade, a continuous consumption, per shot consumption, ...). On the
implementation side, this effectively bring ranged weapon ability to units.
Nevertheless, it should be implementable in a reasonable time if we use the
bullet code.
God actions
We can have global effects. For instance, buildings providing prestige could
recharge some global action capacities, which can be used globally. I can
imagine:
- mass conversion (convert all units on an area of map)
- garden of eden (a nice way to recreate wheat !)
- holy forest (you always loved trees didn't you ?)
- mass depression (remove all happyness of units on an area of map)
- eye of god (reveal the whole map)
Singularity Obelisks
We can have a new building, the singularity obelisk. It would allow any globule
to instantly travel to any other obelisk. This would allow the unit to get a shorten
way in some situations, for instance to go from one island to another.
This can be not-too-hardly implemented
by modifiying the gradient computation system so that when it encounters an
obelisk, it looks around all other obelisks belonging to this player or its
allies (obelisk sharing being a question to discuss) to see if there is a
lower value for its target (or higher, depending the gradient algorithm
conventions).
Of course, an obelisk would be hard to build, and perhaps would consume, let
say, papyrus ;-) (so that the Archwizards in it can write and cast spells to
maintain singularity). We could even imagine to make the obelisks quite
dangerous so that if they reserve of papyrus fall to zero singularity
collapses and make a lot of damage around.
Out of game wishes
from anonymous:
- Update AUTHORS file: please add yourself in it if you have contributed something that has been added to releases.
- Go through bugtracker and forum to compile a more thorough list of all bugs, document them, close fixed ones, etc.
- Finish moving everything over to globulation2.org