Author Topic: What will be next?  (Read 4722 times)

myles

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What will be next?
« on: 18 November 2007, 21:40:55 »
Now a brilliant multiplayer is out what would everyone like to see next? Not counting anything to do with the multiplayer i would like to see the possibility of having more modding options, such as -

A.I Personalities
A way of "tagging" effects to a skill or command
Having a way of a "turret" model on top of another model, like a tank turret or gun turret.
Random model animations like it does with sound.
« Last Edit: 1 January 1970, 00:00:00 by myles »

hailstone

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« Reply #1 on: 18 November 2007, 22:03:09 »
Great ideas Myles.

I would like:
- Selecting model not base
- Saving Stats for upload to a website (partially done)
- Saving video replays
- Information shown when hovering (such as health)
- Toggle fullscreen in game (shouldn't be too difficult to implement)
- Click on portrait to go to the unit (currently working on)
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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rabid_psyduck

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« Reply #2 on: 19 November 2007, 03:17:55 »
Uh, you're really getting ahead of yourself. The multi-player component is not fully functional yet
« Last Edit: 1 January 1970, 00:00:00 by rabid_psyduck »

@kukac@

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« Reply #3 on: 19 November 2007, 15:51:08 »
We should wait until the v300 get in line...
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

enveloop

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« Reply #4 on: 19 November 2007, 22:13:11 »
I want the music to be recorded by a real orchestra! XD
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

yman

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« Reply #5 on: 28 November 2007, 06:53:40 »
I'd like a different and expanded technology tree for magic. Technologies would first have to be researched on a theoretical level, then you'd have to research implementations.
link: my technology tree proposal, in open document format (just a rough idea, definitely not finished and refined)

magic will be divided into 4 main branches: summoning(daemon, magic armor, drake, dragon), animating (all those things initiates can build that can take actions rather than just produce stuff. magic armor), constructing (all the things initiates can make, including animated stuff. mana production), channeling(all magical attacks, mana production).

in addition, there should be resurrection added to the game. healing might be a combination of of a few things, like constructing and channeling. healing+spirit summoning can make a dead unit return to life. if it's an enemy unit, you'd need to add spirit control so it would be on your side, rather than bringing it back to fight you again. you can also resurrect someone, but iput him in a different body. for instance, resurrect an archmage, but put him in the tough body of a golem.

to make resurrection more appealing, why not make skills an individual thing? that way, becoming an archmage only means that the unit is ready to learn the skills of an archmage, not that it magically gets them with the upgrade. that means that an archmage is one who learned all theory required for the spells an archmage would cast, and decided to specialize in archmage skills. in addition, the cost of a spell should decrease by a little for the unit who cast it. the energy capacity of a unit should increase a little each time it casts a spell.

I'd like to be able to group my units.

I'd like to be able to use formations, and set the direction my units face.

I'd like to be able to arrange my units a certain way, then save it as a formation, with 3 different ways of applying it:
shape - only the way units are organized is taken into account, but not the attributes of the units.

style - it takes into account whether the units in the original formation were melee or ranged and tries to apply the formation accordingly.

type - tries to make an exact replica of the original formation, including unit type.

all formations must be scalable, so they all must be made of smaller formations.

I'd also like the ability to construct barriers, ie walls, gates, and towers.

I'd like to be able to designate an area on the ground for resource storage. resources would constantly disappear from their and can also be stolen by other players, making it far less from ideal, but useful for games where you start with absolutely nothing but a single initiate/whatever-it's-called-for-technos.

when building, upgrading, summoning, etc the person performing the upgrade will have to go to the nearest resource storage area to get resources. each storage area would store it's resources separately, so there are no globally available resources.

ammo should be a resource, although with mages it automatically replenishes. this means that every so often golems would have to go get stone, archers would need to refill their quivers, and trebuchets must restock on fireballs.

when selecting multiple Workers/Initiates and telling them to build something, only one of them performs the action. this makes sense, but why not "rope off" the area where construction will take place, and then assign the Workers/Initiates to build it. units can still pass through as if it's not there, it can't take damage, and you can't start construction as long as there are units inside. if there is a permanent obstacle, like a building or resource, you can't designate the area for construction. only the player can see the markings, because they are for internal use.
« Last Edit: 30 November 2007, 05:36:16 by yman »

verarticus

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« Reply #6 on: 29 November 2007, 06:30:50 »
I would lke to be able to select more guys at one, and maybe a new abillity for the arcmage (like warping for example if one of your guys has seen that part of the map) and also so the splash affect dosent hurt your own guys, and maybe a morph for the dragon lke becoming a ultra giant dragon or something  :)  . (example of cost for morph and upgrades for ultra giant dragon, 400 gold and 200 wood and power and hp doubled)
« Last Edit: 30 November 2007, 03:11:07 by verarticus »

titi

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« Reply #7 on: 30 November 2007, 00:25:49 »
Here are some of my ideas:

- a better free camera view like tribal troubles free camera view  ( http://http://www.tribaltrouble.com )
  this is probably something really easy to do, but gives a big effect!

- not parsing/importing all factions when starting a match (even the unused are parsed).This gets very annoying when you have more than 2 factions ( I have up to 8 and I have to wait really long! )

- new features in the xmls, for example:
* the opposite of requierements ( something can not be produced when another thing is there ( good for a single god for example )
* a new class water would be nice ( we have air and land now )
* more than one animation for an action
* transport units ( ok this is advanced! )
....


- management of more units in the game, including
  -selection
  -reduced rendering ( a units textures/model/animation can probably be reduced when the view distance gets bigger or it is not visible )
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

jbr

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« Reply #8 on: 30 November 2007, 02:01:36 »
Most of that can be done just by editing some XML for the factions.

I really want to see advanced logic functions, like abilities that can only be used once, or after a specific event.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

rabid_psyduck

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« Reply #9 on: 30 November 2007, 04:09:05 »
The option for splash damage, whether or not it hurts your own guys, is already in the xml. Take a look again at the splash section after the attack part, if you miss it, look again  ;D
« Last Edit: 1 January 1970, 00:00:00 by rabid_psyduck »

verarticus

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« Reply #10 on: 30 November 2007, 05:01:29 »
The option for splash damage, whether or not it hurts your own guys, is already in the xml. Take a look again at the splash section after the attack part, if you miss it, look again


Oh i didnt know that  thanks  :)
« Last Edit: 1 January 1970, 00:00:00 by verarticus »

yman

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« Reply #11 on: 2 December 2007, 00:52:24 »
the Dragons and Daemons summoned by Human Mage Summoners are slaves. they break free when the one who summoned them dies. (Huge advantage here to Technos, because they can take out many Mage units by killing only one). Dragons keep to themselves, but they would go to war against any army that attacks them. they also target and kill anyone who controls a Dragon, and hold no grudge against those who defend the Mage Summoner. all Dragons belong on the same team, the Dragon team. Dragons have only one unit type and no buildings. Dragons do not require any resources and do not produce anything.

Daemons place no value on life, including their own. to them, the purpose of life is death and they don't mind being the ones to die, although they do prefer to kill, since it's more fun than dying. they value their personal freedom to do as they wish more than anything, and hate pacifism, slavery, or any kind of rules or social hierarchy. for these reasons they hate all human beings, because humans take them from their world against their will and use them as slaves to do their killing. admittedly they like killing, but they hate being forced to do it. after being brought to earth they discovered the elves, to whom they took immediate dislike because of the elves rules, social hierarchies, and pacifism., and the daemons decided to take their revenge on the evil human and elvish races, who wont let people do as they like and see the daemon favorite pastime as the highest of crimes.

daemon units:
  • swordsman
  • archer
  • shaman: attacks with a death ray. the death ray sucks the life out of the target and distributes it equally amongst all daemons in the shaman's sight, including the shaman himself. also can curse units. cursing increases the amount of HP lost whenever the unit loses HP.
    upgrades: mage, battlemage, summoner
  • mage: improved death ray, cursing. adds bog of war. bog of war is a cloud that lays on the ground and any creature from outside the daemon world who enters it has it's life slowly sucked out of it.
    upgrades: archmage
  • archmage: improved cursing, bog of war. uses death field instead of death ray. death field effects all enemy units in sight, and automatically activates when enemy units are within range.
  • battlemage: attacks using fireballs.
    upgrades: siegelord
  • siegelord: attacks using flamethrower at short range, and an improved fireball attack at long range.
  • summoner: can summon: swordsman, archer, shaman, shadow, nightstalker. the summoning is priced in death. someone, or multiple people, have to be killed by the summoner as part of the process of summoning. for this the summoner can take control over one unit. while summoning, the controlled unit would have it's life sucked out of it by the summoner until it dies. if the summoning requires more than one death, then it will pause until the summoner gains control over his next victim.
  • shadow: bodiless spirit that feeds on human, although elves are similar enough to be a replacement. it possesses it's victim, causing it to slow down and age faster. it connects to it's hosts senses, and can send information telepathically. it disappears if it's host dies, if it's outside a host for several days' or if a shadow-banishing spell is cast upon it. otherwise, it cannot be harmed.
  • nightstalker: a small, black look-alike of a drake, but they are nothing the same. nightstalkers feed on human flesh, and their only weapon is fear. they can make any creature that comes close become so terrified it forgets everything and tries to run away. that is the way they hunt their victims: by surrounding them and then waiting for them to die of starvation. they have no effect on civilized creatures who are close to civilization (i.e. buildings).
daemons don't construct buildings, since they have no use for them. they don't eat, at the price of not being able to regenerate since their bodies have no raw materials to use for regeneration.

all creatures from the daemon world live in harmony, because they all respect each others freedom to do as they wish, including the freedom not to be killed against their will. daemons simply have no particular desire to live so they don't care if someone kills them, although they aren't suicidal either. therefor, all daemon armies all always are on the same team.

elves:

elves see life as one of the most sacred things. they are connected with nature and it's forces and live with it in harmony. their world is earth, in which they live hidden in forests to avoid conflict with humans.

elves live off life, most specifically trees. when away from the forest their body degenerates, but near trees it regenerates. all things elves use come from trees, whom the tree singers convince to grow those objects out of themselves through their magical song.

elvish units:
  • swordsman
  • archer
  • treesinger: can make trees grow where there are non, as well as convince them to grow into all weapons and ammo needed by elvish swordsmen and archers, and convince them to become tree warriors.
  • sorcerer: attacks using darts of frozen air. can use a shadow-banishing spell as well as "see" shadows.
  • summoner: can summon unicorns and water spirits. summoning water spirits requires the summoner to stand in a body of water while casting the spell.
    upgrades: pegasus rider
  • pegasus rider: flies. attacks using frozen-air darts.
  • unicorn: fast ground unit. attacks using it's horn (melee).
  • water spirit: put out fires by pouring their own bodies on them, which costs them HP. they can immediately restore their bodies by entering a body of water.
  • tree warrior: uses fists at close range combat, and throws wooden spears grown from it's own body for long range attack (costs HP). regenerates when standing in a body of water. can grow arrows for archers (costs HP). can burn, but can slow down its burning by standing in water. effects the elve's regeneration the same way as if they were in a forest.

elvish buildings:
  • barracks: produces archers and swordsmen.
  • druid hall of study: produces treesingers, sorcerers, summoners.
  • library
  • wall
  • gate
  • tree defender: similar to a turret. attacks using spears it produces from its own body (costs HP).


elves are invisible to non-elves who are not close enough to them, when they are standing immobile close to trees.
elvish buildings as well as tree warriors, look like normal trees to anyone who isn't close enough, when they are immobile.
trees have HP and can be destroyed by normal attacks.
fire attacks can cause buildings and trees to burn, which causes them to constantly lose HP until they are destroyed. buildings and trees that are near a fire can catch fire as well. units near a fire can take damage from it.

to elves, the main resource is time, which is why producing, building, researching and summoning takes them longer than anyone else.

all elves are always on the same team. water spirits, Pegasuses, unicorns, and tree warriors are friends and allies of the elves.

mages:
mages should have a unit called a healer that can help units regenerate much faster than usual as well as detect and banish shadows.

thechnos:
should have a hospital building where their units can rest and be healed.

-----------------------------------------------------------------------------------

Integrate the map editor and preferences menu into the game. add a campaign editor. add save & load functionality. add campaigns. bigger maps (16 player maps would be good, even if there could be no more than 8 players). add in built in add-on downloader (similar to Battle for Wesnoth, but different tabs for different types of content. e.g. race, faction, map pack, campaign, tileset)

-----------------------------------------------------------------------------------

about formations/groups:
I'd like to be able to group units of the same type into a single group (similar to how it's done in: "European Wars: Cossacks"). when I press on a unit in the group, all group units will be selected. I can set the direction and formation of a group, as well as the spacing between columns and and rows in the formation. I should also be able to give an order to move one space forward, backward, right, or left as well as to turn 90 degrees right or left.

I'd also like to be able to group units of multiple types into a single group, but want a separate control for that.

I should be able to group multiple groups into a "super group". the groups in a "super group" keep their formations in the same positions relative to each other.
« Last Edit: 1 January 1970, 00:00:00 by yman »

 

anything