- Fast paced game play. So far most Glest game play has been slow to get going, this is meant in both animation/ movement speed, but also in the time it takes for the fun to start kicking in (from my perspective).I just don't think Glest is for that, basically. After the merge we could do something like Project Green, but Glest just isn't that type of game, IMO. I guess people can just play games that are based on the Spring Engine if they really think Glest is a bit slow. Is it really that slow though? For me, there's usually action within the first 5 minutes of the game. That's quick enough for me. When Glest's AI in general is improved and improved more, it should be even better I guess. Or faster? We'll see...
- Asymmetrical factions. What I've seen of most Glest factions are realistically just reskins and balancing changes. What this comes down to is the two factions not having enough core differences (Collect -> Build -> Fight).I think this is not really true, anymore. There are still some factions that are like that, but most factions have significant differences. Especially the recent ones...
Glest just isn't that type of game, IMO.That's what Glest is, but I think it's more important to figure out what Glest could be.
Right, but IMO it shouldn't be too fast paced anyways. We could just have a mode or something for that. There's a solution.Glest just isn't that type of game, IMO.That's what Glest is, but I think it's more important to figure out what Glest could be.
Hey Everyone,
After having my questions answered over at the GAE section I'm trying to nail down what hasn't been done before, what is achievable and what will be fun.
- Fast paced game play. So far most Glest game play has been slow to get going, this is meant in both animation/ movement speed, but also in the time it takes for the fun to start kicking in (from my perspective).
- Asymmetrical factions. What I've seen of most Glest factions are realistically just reskins and balancing changes. What this comes down to is the two factions not having enough core differences (Collect -> Build -> Fight).
- Resource based fights. I'd really like to see fighting over primary resources, I've not seen this happen so much in Glest, but I think if the main resources could be contested, it would end in some really awesome and dramatic attacks.
- Unit Leveling. I know this is only a feature in GAE, but I think it'd be great if units felt they had some worth, to really push this I'd like to see (Yeah this is a feature request too!) change in the model/ texture as they level up.
- Clean & Easy to read graphics. I've noticed a lot of mods are starting to go with a more realistic texture style and I believe this may be crippling the ability for players to quickly read what things are. Factions should be easy to distinguish (not just by team colours) but by silhouette and movement style. It also requires quite a clean tileset and map.
This isn't my own little personal list, so feel free to brainstorm with me! And I hope I did not offend anyone with what's been said.
Thanks! :)
Right, but IMO it shouldn't be too fast paced anyways. We could just have a mode or something for that. There's a solution.Glest just isn't that type of game, IMO.That's what Glest is, but I think it's more important to figure out what Glest could be.
Although, I find it weird that we're having all these threads about feature requests and etc while we should be focusing on the merge and stabilizing the forks...
Really the only thing Glest has over other open source RTS engines is it's probably the easiest to mod. And particularly with GAE we have many more gameplay options like invisibility, teleportation and water units (Which is why most modders prefer GAE). I think we probably should strive to fill a niche otherwise different projects like 0 A.D will make us obsolete . :'(I don't know, that's something to debate about. Comparing to 0 A.D., most of the AI actually works with Glest and they still use IP connecting and such, while at least have a basic masterserver. :O Once MG and GAE is merged we'll be a pretty nice game/engine, and then once we find an opengl person we should be even better.
Maybe you should try to think from a different point of view, not a modder's. ;)
Really the only thing Glest has over other open source RTS engines is it's probably the easiest to mod. And particularly with GAE we have many more gameplay options like invisibility, teleportation and water units (Which is why most modders prefer GAE). I think we probably should strive to fill a niche otherwise different projects like 0 A.D will make us obsolete . :'(I don't know, that's something to debate about. Comparing to 0 A.D., most of the AI actually works with Glest and they still use IP connecting and such, while at least have a basic masterserver. :O
Although, I find it weird that we're having all these threads about feature requests and etc while we should be focusing on the merge and stabilizing the forks...This really doesn't have anything to do with the merger. Only one thing proposed in this thread would actually require any new code. Everything else is up to the modding community.
I think we probably should strive to fill a niche otherwise different projects like 0 A.D will make us obsolete . :'(I don't think that's going to happen. Glest and 0AD are two fundamentally different games. Like you said, we're more of a Warcraft-style game, whereas they originally arose from an Age of Empires mod. Their environments look way better than ours and they have formations, whereas we have effects and air units. Plus, I hate to say it, but it seems to me like 0AD will always be an AoE clone, whereas Glest is free to do whatever it wants. If anything, we need to be less like Warcraft 3. If we imitate, then we have no advantage to most gamers. Even being free doesn't matter to most people who like WC3, because they already own it, so they can pay $0 and play Glest or pay $0 and play Warcraft.
If you want to just play the Mega pack forever then fine, just please don't get in the way of real progress.Hell yeah, cause that's all that MG has!
I know, I was just talking in general since it was somewhat related. More things would probably be thought up though as we debate, which is why I moved this to the general discussion board.Although, I find it weird that we're having all these threads about feature requests and etc while we should be focusing on the merge and stabilizing the forks...This really doesn't have anything to do with the merger. Only one thing proposed in this thread would actually require any new code. Everything else is up to the modding community.
Yep. :thumbup: What John said, 110%.I think we probably should strive to fill a niche otherwise different projects like 0 A.D will make us obsolete . :'(I don't think that's going to happen. Glest and 0AD are two fundamentally different games. Like you said, we're more of a Warcraft-style game, whereas they originally arose from an Age of Empires mod. Their environments look way better than ours and they have formations, whereas we have effects and air units. Plus, I hate to say it, but it seems to me like 0AD will always be an AoE clone, whereas Glest is free to do whatever it wants. If anything, we need to be less like Warcraft 3. If we imitate, then we have no advantage to most gamers. Even being free doesn't matter to most people who like WC3, because they already own it, so they can pay $0 and play Glest or pay $0 and play Warcraft.
The one who follows is always behind the one who leads. As an indie project, Glest is free to take risks and innovate. It has no stakeholders with $50 million invested in the project, and no executive commission leaning over its shoulder worrying about how well a feature is going to sell. We can be creative. We can make Glest our game. We can make something different and beautiful, rather than yet another generic RTS.
Maybe it's our niche to have a gazillion mods that all take advantage of different features and provide very different gaming experiences. :P
I don't want to make this thread a flame war, so I won't reply to the 1st half of Hand's post.
Although...QuoteIf you want to just play the Mega pack forever then fine, just please don't get in the way of real progress.Hell yeah, cause that's all that MG has!
Do they not want to play new and innovating mods?I guess I was being too vague, although I didn't think you'd jump to a conclusion like that. I guess you've never seen my feedback of mods...or vids.
It seems like you don't, It seems like you don't, and everything should be like magitech.... and you're branding those who do as the "modders" and those who don't as the "players".
This community is already divided enough.The community is divided, but it's only because of those people who choose to join a side. I think it's fine to prefer something, but not when they choose a side and etc. I've seen this with both sides of the community, and I continue to see it...
I'm kinda annoyed most of you would rather argue that Glest is 'fine as it is' rather than help brain storm some ideas that could actually constitute to making a healthier range of mods.Myles, have you seen the upcoming mods? Especially Annex? I don't think there's much to brainstorm, as copying other engines or games' ideas doesn't really count...
Cheers guys.
My point really comes down to the fundamental issue with Glest as an engine, that is that there is no way to change victory conditions in XML or LUA (other than scenarios) in multiplayer games. Now some might think there is no need to change victory conditions, but when your limited to something as simple as 'destroy all the enemy' You can't help but wonder how much further the gameplay could be taken.Well, we should add more modes after the merge...sounds like a repeated feature request ;)