[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [glob2-devel] The future!
From: |
Donkyhotay |
Subject: |
Re: [glob2-devel] The future! |
Date: |
Sat, 23 Sep 2006 11:52:07 -0700 |
I like most of those options (especially the idea of an insta-map option
right from the create game screen like AoE has, this is something I
played around with awhile back but just didn't have the skills to fully
implement) if we add in another completely new map generator then I
would recommend getting rid of at least ONE of the older ones as it will
be pretty bloated with 3 in there. I did set up a locking campaign
system however it's based off the joey campaign and his story. If we're
going to get a bigger campaign system implemented we'll need to come up
with a story and universe to base everything off of. I know there is a
wiki page with recommendations and suggestions for various universes but
we will need to make one of them official (or come up with a whole new
one) so that when the campaign maps are created and the stories behind
them are set up there aren't any conflicts. The only thing I would
stress about the universe is that the globs are NOT a hive mind. Read
the universe page for my reasons behind this but honestly if you think
about the way the game is played the globs simply don't act like a
hive-mind. Pre-game alliances are a definite addition though I think
there should be a pre-game toggle that allows/prohibits in-game alliance
switching. The rest of the stuff would be nice (especially a built-in
tournament ladder) but not really necessary.
On Sat, 2006-09-23 at 14:06 -0400, Bradley Arsenault wrote:
> I'm bored so I'm starting another thread about the future, with
> specific plans I think evyerone can agree on. * ones are disputable.
> Having completed the map editor, we are really making progress to 1.0
> goals set a long time ago. Giszmo said that we should release 1.0
> imeddiettly following the completion of the new map editor. Although I
> think that got lost in the confusion of the desync bugs that have cost
> us much progress.
>
> 1) We need a new, advanced campaign system. I'm planning on something
> like this, it would allow for complex map-unlocking chains, pictures,
> music and maybe even movies to be played as pre-mission dialogues. It
> would allot for an overhead map where you click on the scenario
> location (this is very difficult, unfortenetly, because Glob2 maps are
> torodial and thus can't be formed into a larger map).
>
> 2) Custom games need to be improved. Alliances need to be editable
> before the game starts. Random maps need to be generatable live and
> jumped into right from the custom game menu, without first going into
> the editor. I'm also planning on doing this.
>
> *3) The multiplayer base needs to be improved. The YOG server and
> client need to be able to facilitate easy enhancements to their
> protocol, perhaps by converting them to use an XML based protocol,
> which is easy to parse by machine or human, easy to expand and shrink,
> etc..
>
> *4) On the same idea, the game host - game client code needs to be
> improved as well. Right now, as far as I can tell, it uses the same
> system that the system used in-game to communicate. This is a
> signifigant change, it would be desirable to convert it to an XML
> based protocol as well, maybe even merge most of the code with the YOG
> protocols, and leave binary based communication only for in-game.
>
> *5) With 3 and 4 done, we can easily make the internet gameplay feel
> exactly as it should - high paced, and unplanned (so to speak). We can
> add streamlined tournament system right into glob2 with minimal
> effort. Anywho, none of 3, 4, 5 are absolutely nesseccarry in my
> opponion, they are just nice pre 1.0 feature to get done.
>
> *6) No offense to Giszmo, but we should have another map generation
> system, perhaps using a different approach. I love Giszmos maps mainly
> because they are realistic and customizable. On the other hand, they
> are generally unballanced, making them better for scenarios when a
> realistic, unballanced terrain is desirable. The different approach
> I'm suggesting is using a somewhat constraint based system. For
> example - having the map generator select a position for an island of
> wheat based on the distance to each of the four players islands
> multiplied by a small random modifier between 0.8 and 1.2. This is
> certainly not a required feature by any means, just an idea.
>
> - Thought about the in-game net code -
> I think that the in-game portion of internet play is fine, aside from
> desyncs which are not directly caused by the current internet code.
> The talk I brought up earlier about rewriting the net code is sort of
> old. Really, the only problem with the net code is that 0-checksum
> desyncs, which are more of a bug causing a desync than an actuall
> desync. I'm not sure of donkeyhotay solved this bug or a different
> one.
>
> - The far-far future -
> The focus should be on gameplay, not graphics. I am making plans
> (years in advance) to use the Blender models of our globs to make a
> start on Globulation 2 3D, the globs weould be the only 3d thing,
> walking on a plane of the graphics we used to use.
>
> - The map editor should be crossed off other than bugs -
> Having updated the map editor, and in my most recent commit, made it
> into a semi-widget system (not GAGWidgets which aren't suited to the
> high-coupling enviroment of the map editor), the map editor is
> complete, and/or, easily enough extended to be complete.
>
> - We are getting close to a kick ass, open source game -
> After those changes are done, translations are all updated, a tutorial
> campaign and subsequently a storyline-based campaign is made, I think
> the game is ready for 1.0.
>
> --
> Start and finish, Bradley Arsenault
>
>
> _______________________________________________
> glob2-devel mailing list
> address@hidden
> http://lists.nongnu.org/mailman/listinfo/glob2-devel
--
Do not be afraid to joust a giant just because some people insist on
believing in windmills.