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{{Warning|The wishlist has moved|The wishlist has moved to a service that supports voting, and is more organized. You can check it out at [http://glob2.uservoice.com/ http://glob2.uservoice.com/]. Feel free to add new suggestions there. Thanks.}} |
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<center>'''This is what has been gathered from the mailing list'''<br /> |
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'''If you would like to adopt one of these projects please put your name under it!'''</center> |
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==General wishes== |
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===Jack-audio-connection-kit support=== |
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*Why? For sound input? Sound output already uses SDL --[[User:Nct|Nct]] 14:04, 7 December 2005 (PST) |
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:*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 --[[User:AppleBoy|AppleBoy]] 09:06, 10 December 2005 (PST) |
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===A VoIP solution for in game talking=== |
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*Already implemented for Linux, just need to implement system-specific code for OS X and Win32 --[[User:Nct|Nct]] 14:05, 7 December 2005 (PST) |
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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? --[[User:Stefan Kangas|Stefan Kangas]] 01:41, 18 December 2005 (PST) |
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:*Good idea, we could also limit the width --[[User:Nct|Nct]] 02:34, 18 December 2005 (PST) |
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===A better map editor=== |
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*Areas as invisible flags. So we don't need to hardcode coordinates in the script |
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*Be able to edit globules & buildings & flags. Ideally, before dropping as well as once dropped would be nice. |
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*Possibility to set a time limit for a game, and also multiple win conditions, like who has most resources after one hower....etc.. |
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*Make the script editor more user friendly |
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:*(syntax highlighting, highlight errors in the compile, or make it easier to find them at least), would be very nice if there was an API to go with as well perhaps a lil help button with possible commands and explanations for them. It is essential if we expect many users to help us script that we make it as easy as possible |
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===Bookmarks for LAN-games=== |
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it's very uncomfortable to have to type the same url (dyndns) again and again. also when it crashes it would be nice to at least not have to type it again. |
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==User wishes== |
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===[[User:phlipp|Philipp's Wishes]]=== |
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====New Units==== |
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* The Plane |
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To get a Plane you need an Airport. An Airport should be a really big building because of the runway. In the Airport Warriors can train to fly an plane. Airplanes can start if a Warrior heads to the Airport an gets in a plane. A plane can be repaired in the airport be workers. |
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* Ships |
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Ships are build in a Pier. Everything functions the same as the Airport. |
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There should be many Types of Ships and Planes. In the Pier or Airport a Warrior learns to fly one Type of Plane or Ship. If the Warrior enters again the Airport of Pier, it can learn to fly or control other ships and planes. |
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* Types of Planes and Ships |
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- To attack Units |
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- To transport Units |
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===[[User:AppleBoy|AppleBoy's Wishes]]=== |
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*Ysagoon online renamed to something cooler |
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*A new meta server setup that allows the linking of multiple ones for redundancy |
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:basically something like battlnet from blizzard, where you can choose your location and connect to that one |
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*have the metaserver deny you access if you aren't running the latest version |
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*have a seperate metaserver for testing versions |
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*level4 towers able to attack air! necessity! |
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*before the game, be able to choose the following: |
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#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) |
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#fog of war? |
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#allies (still changeable in game) |
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===[[User:Giszmo|Giszmo's Wishes]]=== |
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====Better areas==== |
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Problem is, |
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'''guard areas''' concentrate warriors too much to some of those areas, '''clearing areas''' allow to get overgrown if no worker comes in time and '''no-go-areas''' are often meant to be no-harvest-areas. |
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So I suggest to make the first two more flag-like. So every patch of guard/clearing area gets its own gradient. These patches get units in the order of (area actually having to be controlled or cleared)/(units already assigned). to keep gradient-count low, patches could get defined so one wide gaps don't separate a patch into two (internally the gradient gets filled there but without the order to clear p.e.) |
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Clearing areas don't work. To make them useful for not just keeping |
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passages free but also improve building placement and upgrading i |
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suggest the following: |
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[[Image:paved.jpeg]] |
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turn them into '''paving areas'''. |
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* paving areas will get cleared if needed |
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* paving a square costs only time |
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* paving areas request one worker per unpaved square |
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* paved areas can be walked on |
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* paved areas can be built on |
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* paved areas block ressources |
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* paved areas give no speed bonus |
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* paved areas can be unpaved |
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* paved areas look discreet like in the pic (brown) |
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* paving areas look something like in the pic (yellow) |
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paving/unpaving is done with area tools and not with a 1x1 building |
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With these paving areas we could modify construction and upgrading to be |
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more realistic and handy by: |
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# make the area into a paving area |
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# when completely paved make it forbidden |
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# turn it into a 0.8.21 construction site |
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This would be more realistic as it would not be possible to block enemy |
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units/ressources without actually having a glob that walks there. |
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Additionaly a construction site would not be visible or attackable by |
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the opponent. |
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Construction would be more easy to use as it would allow to |
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place/upgrade buildings not caring about clearable ressources what is |
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micro management now. |
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====Aging==== |
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Imagine the globs growing old. So from a certain moment in time on they start moving slower, needing more rest (grow hungry more quickly) and also needing a doctor more often (randomly loose health) until they finally die because they didn't reach the hospital in time. Just a thought ;) |
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====Improved Map Management==== |
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=====Concept===== |
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The idea is to provide a possibility to both provide own maps to the community and easily retrieve maps from others. For this purpose I suggest to implement some new features in the YOG-map-selection-screen. |
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* a "share map" button next to every map that is not already shared via the YOG-server. Probably the Player will be asked to provide a name and comment. |
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* some filters: |
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** a checkbox "list online maps": if checked, maps that are not yet downloaded are listed with those on the pc |
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** min rating (attention: new maps start with 10 votes "0/10") |
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** min player count |
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** max player count |
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** map has fruits |
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** min size |
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** max size |
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Where does the rating come from? Well I suggest to put it in the "game finished" screen as an extra tab where the player can change his mind on the map (vote or withdraw his vote). |
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=====Implementation===== |
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In order to be able to distinguish maps i suggest to force to use unique lower case names with a-z and SPACE only. In order to really be able to distinguish maps i suggest to calculate checksums (md5, SHA-1). Those are the handles in the databases. |
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the database (?) that stores the login data of yog-players gets a table of all the map-data |
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CREATE TABLE map ( |
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id int not null auto_increment, |
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hash char(60), |
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url varchar(100), |
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playerCount int, |
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sizeX int, |
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sizeY int, |
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fruitCount int, |
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PRIMARY KEY ( |
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id)); |
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and a table player2map |
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CREATE TABLE player2map ( |
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playerId int, |
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mapId int, |
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vote int, |
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comment varchar(200), |
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PRIMARY KEY ( |
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playerId, |
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mapId)); |
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====Improved pathfinding==== |
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# identify one-wide passages (every square accessible from 2 of 8 directions is part of a one-wide passage) |
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# trigger when a glob moves within a passage |
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# make the passage propagate gradients in one way only so other globs will be forced into the same direction. |
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# when the last glob leaves the passage open it again for both directions |
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although i guess the above would dramatically improve pathfinding without the need of human assigned one way areas as proposed earlier there remain special cases: |
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;differently fast globs:faster globs will not be allowed to ignore the global gradient due to a collision. switch off local gradients while within a passage! |
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;dead ends:if a glob realizes it can't reach its target without violating a passage-rule choose the best passage and make it switch direction |
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[[Image:Oneways.png]] |
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an example of (blue=)"one-wide passages". each of those blue areas will have to be treated as one so direction switches on the whole length. |
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===[[User:nct|Steph's Wishes]]=== |
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====Magician==== |
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We can have a new unit, let's call it magician, caster or shadow for now. |
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This unit will undiscover the map around it for the enemy (i.e., recreate |
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black). When upgraded, it could kill explorers. This way, the information |
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control get a first place in glob2's gameplay. Ideally, it should be linked |
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to papyrus. I still don't know how it should be done (by a building, an |
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upgrade, a continuous consumption, per shot consumption, ...). On the |
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implementation side, this effectively bring ranged weapon ability to units. |
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Nevertheless, it should be implementable in a reasonable time if we use the |
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bullet code. |
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====God actions==== |
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We can have global effects. For instance, buildings providing prestige could |
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recharge some global action capacities, which can be used globally. I can |
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imagine: |
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* mass conversion (convert all units on an area of map) |
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* garden of eden (a nice way to recreate wheat !) |
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* holy forest (you always loved trees didn't you ?) |
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* mass depression (remove all happyness of units on an area of map) |
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* eye of god (reveal the whole map) |
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====Singularity Obelisks==== |
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We can have a new building, the singularity obelisk. It would allow any globule |
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to instantly travel to any other obelisk. This would allow the unit to get a shorten |
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way in some situations, for instance to go from one island to another. |
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This can be not-too-hardly implemented |
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by modifiying the gradient computation system so that when it encounters an |
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obelisk, it looks around all other obelisks belonging to this player or its |
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allies (obelisk sharing being a question to discuss) to see if there is a |
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lower value for its target (or higher, depending the gradient algorithm |
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conventions). |
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Of course, an obelisk would be hard to build, and perhaps would consume, let |
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say, papyrus ;-) (so that the Archwizards in it can write and cast spells to |
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maintain singularity). We could even imagine to make the obelisks quite |
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dangerous so that if they reserve of papyrus fall to zero singularity |
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collapses and make a lot of damage around. |
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===[[User:wiz|wiz's Wishes]]=== |
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Make AI (m.b some other parts too) use multiple threads. 6 AI Castors periodicaly slugging out X2 3800+. |
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==Wishes from the forum== |
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*Look over the strength of level3 buildings, maybe too weak? |
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*Is the issue where the AI will still allow it's buildings to be surrounded by wood or wheat fixed? |
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== No Spin's Wishes == |
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Roads that increase movement speed and decrease hunger costs allowing units to move farther and faster. |
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Warehouses that can store grain, fruit, trees, stone, and algae. These are not global but any worker that grabs resources from this warehouse can grab twice the normal load (they can also grab only the regular amount in case that is all they need for construction) |
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Priority Flags. Set the radius and priority for all work in a certain area. You can set it to be high priority or you can set it to low priority (which means it will use the workers on jobs where the priority is not set). The circular flags are suggested mainly so that you can set priority over a square marked for clearing. |
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Building Priority. Just like the priority flags, all buildings will have a one to ten value that can be set in the building menu of its priority. |
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Archers. I just want a ranged unit. I was thinking that they should have limited shots and then then need to run back to the archery range to refill. Also they should only be for support so a few weakness should be used. They cannot hit moving targets once they fire if the unit moves within a small amount of time they avoid getting hit. Also archers cannot shoot things right next to them. |
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Catapults. A ranged unit for hiting towers and units. When they fire a target is chosen after a small amount of time every unit in that square and all adjacent squares takes significant damage (including friendly units). Maybe we can have warriors being targeted automatically run when they see the catapult fire? |
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Customizable Races. |
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A editor that allows you to customize races. There should be some kinda of weights and balances. In the editor each unit being designed cannot attack, cannot fly, cannot mine, is the slowest possible speed, and has one hit point. Also that same unit has maybe twenty development points. To make it faster it will cost one development point, to allow it to mine it will cost ten. More hitpoints cost a development point and so on. The editor will allow you to create ten units for your race and you can use your race in any game without asking permission from the game host. |
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Automining |
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A way to selecting a mining method for wheat and or trees. Once selecetd the program will auto assign the forbidden zones allowing farming. There should be at least 3 choices (rows, checkered, and knights distance(chess term)). This is important because it will lessen the micromanagement big time. |
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== Out of game wishes == |
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*Update AUTHORS file: please add yourself in it if you have contributed something that has been added to releases. |
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*Go through bugtracker and forum to compile a more thorough list of all bugs, document them, close fixed ones, etc. |
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*Finish moving everything over to globulation2.org |
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== Selected Mailing List Threads == |
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*[http://lists.nongnu.org/archive/html/glob2-devel/2007-04/msg00128.html Tutorial and scripting improvements] |
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*[http://lists.nongnu.org/archive/html/glob2-devel/2007-04/msg00130.html additional feedback on Globulation 2] (''most'' (but not all) of this has been incorporated into [[Current Issues with Using Globulation 2]]) |
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*[http://lists.nongnu.org/archive/html/glob2-devel/2007-04/msg00133.html flags vs. areas: getting the best of both worlds] |
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*[http://lists.nongnu.org/archive/html/glob2-devel/2007-04/msg00341.html more feedback (many topics)] (''most'' (but not all) of this has been incorporated into [[Current Issues with Using Globulation 2]]) |
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*[http://lists.nongnu.org/archive/html/glob2-devel/2006-03/msg00119.html] |
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[[Category:en]] |
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[[Category:Contributor Resources]] |
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[[Category:Contributor Resources]] |