WishlistFrom Globulation2If you would like to adopt one of these projects please put your name under it! General wishesJack-audio-connection-kit support
A VoIP solution for in game talking
Revamped tutorial and campaigns
A better map editor
Bookmarks for LAN-gamesit'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. User wishesAppleBoy's Wishes
Giszmo's WishesBetter areasProblem is, 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. 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.) Clearing areas don't work. To make them useful for not just keeping passages free but also improve building placement and upgrading i suggest the following: turn them into paving areas. paving areas will get cleared if needed paving a square costs only time paving areas request one worker per unpaved square paved areas can be walked on paved areas can be built on paved areas block ressources paved areas give no speed bonus paved areas can be unpaved paved areas look discreet like in the pic (brown) paving areas look something like in the pic (yellow) paving/unpaving is done with area tools and not with a 1x1 building With these paving areas we could modify construction and upgrading to be more realistic and handy by: 1st make the area into a paving area 2nd when completely paved make it forbidden 3rd turn it into a 0.8.21 construction site This would be more realistic as it would not be possible to block enemy units/ressources without actually having a glob that walks there. Additionaly a construction site would not be visible or attackable by the opponent. Construction would be more easy to use as it would allow to place/upgrade buildings not caring about clearable ressources what is micro management now. AgingImagine 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 ;) Improved Map ManagementConceptThe 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.
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). ImplementationIn 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. the database (?) that stores the login data of yog-players gets a table of all the map-data CREATE TABLE map ( id int not null auto_increment, hash char(60), url varchar(100), playerCount int, sizeX int, sizeY int, fruitCount int, PRIMARY KEY ( id)); and a table player2map CREATE TABLE player2map ( playerId int, mapId int, vote int, comment varchar(200), PRIMARY KEY ( playerId, mapId)); Improved pathfinding
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:
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. Steph's WishesMagicianWe 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 actionsWe can have global effects. For instance, buildings providing prestige could recharge some global action capacities, which can be used globally. I can imagine:
Singularity ObelisksWe 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. wiz's WishesMake AI (m.b some other parts too) use multiple threads. 6 AI Castors periodicaly slugging out X2 3800+. Wishes from the forum
Out of game wishes
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