Free and Open Source real time strategy game with a new take on micro-management

Difference between revisions of "Wishlist"

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(Some quick notes)
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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?
* 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)
::Good idea, we could also limit the width
::--[[User:Nct|Nct]] 02:34, 18 December 2005 (PST)
* Add tooltips where the user can't figure out in another way what a thingy does.
* Add tooltips where the user can't figure out in another way what a thingy does.
:--[[User:Stefan Kangas|Stefan Kangas]] 01:41, 18 December 2005 (PST)
::There is already some tooltip-like behaviour when you hover the mouse on a menu item
::--[[User:Nct|Nct]] 02:34, 18 December 2005 (PST)
* Improve the tutorial. Look at the professional game studios; they know how to make a good tutorial.
* Improve the tutorial. Look at the professional game studios; they know how to make a good tutorial.
:--[[User:Stefan Kangas|Stefan Kangas]] 01:41, 18 December 2005 (PST)
::Well, then contribute if it looks so easy to you ;-) Remember we are not a professional game studios, we have much less ressources
::--[[User:Nct|Nct]] 02:34, 18 December 2005 (PST)
* 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!
* 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!
:--[[User:Stefan Kangas|Stefan Kangas]] 01:41, 18 December 2005 (PST)
::It is here because the minimap is updated line by line and the feeling without the horizontal grey line is bad.
::--[[User:Nct|Nct]] 02:34, 18 December 2005 (PST)
* Confirm when destroying a building.
* Confirm when destroying a building.
from --[[User:Stefan Kangas|Stefan Kangas]] 01:41, 18 December 2005 (PST)
:--[[User:Stefan Kangas|Stefan Kangas]] 01:41, 18 December 2005 (PST)
::Well, that would slow down the player experience, it's a game not a text processor, when you do something, you mean it ;-)

::--[[User:Nct|Nct]] 02:34, 18 December 2005 (PST)
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Revision as of 10:34, 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!

General wishes (with comments)

  • 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?
--Stefan Kangas 01:41, 18 December 2005 (PST)
Good idea, we could also limit the width
--Nct 02:34, 18 December 2005 (PST)
  • Add tooltips where the user can't figure out in another way what a thingy does.
--Stefan Kangas 01:41, 18 December 2005 (PST)
There is already some tooltip-like behaviour when you hover the mouse on a menu item
--Nct 02:34, 18 December 2005 (PST)
  • Improve the tutorial. Look at the professional game studios; they know how to make a good tutorial.
--Stefan Kangas 01:41, 18 December 2005 (PST)
Well, then contribute if it looks so easy to you ;-) Remember we are not a professional game studios, we have much less ressources
--Nct 02:34, 18 December 2005 (PST)
  • 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!
--Stefan Kangas 01:41, 18 December 2005 (PST)
It is here because the minimap is updated line by line and the feeling without the horizontal grey line is bad.
--Nct 02:34, 18 December 2005 (PST)
  • Confirm when destroying a building.
--Stefan Kangas 01:41, 18 December 2005 (PST)
Well, that would slow down the player experience, it's a game not a text processor, when you do something, you mean it ;-)
--Nct 02:34, 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:
  1. 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)
  2. fog of war?
  3. 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
Misc