I seem to remember Glob2 to be quite CPU intensive. Will it run adequately
on tablets and phones?


On Wed, Aug 27, 2014 at 1:17 PM, Bradley Arsenault <
[email protected]> wrote:

> Globulation's core selling point is its gameplay. Graphics are secondary.
>
>
>
> ------
> Bradley Arsenault < [email protected] >
> http://arsenault.enterprises/
> 647-261-0462
> Toronto, Ontario
>
>
> On Wed, Aug 27, 2014 at 11:38 AM, Alex K <[email protected]> wrote:
>
>>  1) I'd definitely go for 2d. In all 3D RTS games that I played I move
>> camera around on the first run, think "yeah, cool but useless, whatever",
>> then go on playing in fixed isometric view all the time. Waste of resources.
>> 2) I think tiles are enough. I'm not an avid Android gamer, but most
>> games I've seen have them.
>> 3) I was actually thinking about the opposite - give up on trying to
>> squeeze RTS mission into short time and instead make them long, but
>> pausable, so player can work on the mission in chunks. The idea here is to
>> make pauses organic (theme them somehow) and quickly re-orient the player
>> when he resumes the mission.
>> As for what you're asking, I'm not sure how to achieve that without
>> turning the game into tower defense :) Maybe giving the player a lot of
>> infrastructure at mission start? Not sure how fun that would be though.
>> 6) +1 for tablets only.
>>
>>
>> On 27/08/14 14:06, Artur D wrote:
>>
>> Thanks for all your possitive responses.
>>
>> Yeah, I know it's going to be globulation3.
>>
>> To make things clearer:
>>
>> I will let you know when I could use some of your support, that is
>> when I'm more aware of the actual tasks to be done. When will I have
>> any financial problems (unlikely in the near future). But for that to
>> happen I must do a lot of research and planning, so it will probably
>> take me a month or two to actually start real coding.
>>
>> You probably remember me from globulation forums/irc channel. I am not
>> an experienced game developper, nor android developper, but I wanted
>> some real project to become one. I hope that I will learn a lot from
>> this, and that's actually the only thing I'm certain of. Also I think
>> that all of us had the problem which was having someone relentless
>> enough to carry the project and keep it alive long enough for others
>> to start contributing and treat it as a real thing. Now I bear in mind
>> that it's probably too big for me, and I won't succeed, but I actually
>> have a lot of motivation and I wish that'll be enough to at least
>> release something playable.
>>
>> Although it's still quite far away, now you can help me using your
>> love to globulation and imagination and raise a discussion of what
>> fundamental changes would you see in globulation 3. Those decisions
>> should be taken quite early.
>>
>> My main points to consider:
>> 1) will it stay 2d, or actually make it 3d, or at least 3d rendered to
>> allow better camera management, more realistic zooming and probably
>> round planet in function of a minimap when you zoom out.
>> I have a lot of concerns if 3d version will have good enough performance.
>> Here I'd prefer 3d for its pros, what do you think? Can you reccomend
>> any ready (and free) to use engines for that?
>>
>> 2) should I keep tiles, or make it with more freedom of space (which
>> would be probably extremely difficult, considering amount of path glob
>> is calculating), or make smaller tiles, or make everything radial (or
>> eliptical). With radial stuff it would be very easy to calculate
>> collisions, but still I'm not sure how pathmaking will work (but I
>> think it's doable).
>> As it would be probably nice to have, I think I'll stick to tiles. Or
>> maybe you have some experience with what I mentioned and it's not as
>> difficult as I imagine?
>>
>> 3) what could we change in gameplay to create opportunity for short,
>> enjoyable games using a big part of variety the game will offer (apart
>> from simple warrior/hospital rush) which duration wouldn't exceed 10
>> minutes, as people on android are expecting games which they can play
>> for example in traffic, short, but many games, and be able to stop
>> when they wish. The current design of globulation I feel is lacking
>> that option. Should I develop it keeping it in mind as high priority?
>> What do you think?
>>
>> 4) I am not sure if similiar YOG client for android could work.
>> Certainly in the future I will need help with multiplayer. I haven't
>> seen an application which would offer downloading extra content for
>> the game via the game, but I guess it's doable considering the fact
>> that they are allowed to download extra ads to display :P
>>
>> 5) I haven't yet checked how programming in C++ under android looks
>> like and whether I should learn java for this project, or stay with
>> C++, as I saw few applications written in C++ ported for android with
>> some emulations I'd guess. For example wesnoth.
>>
>> 6) I think I shouldn't worry about phones and design for tablets, as
>> phones probably have too little resolution for this to work. Or am I
>> wrong?
>>
>> So there's a lot of concerns. In the worst case I'll share postmortem
>> and join your initiatives to revive globulation. Or in the more
>> succesful case, I'll fail and someone will use my work to go on.
>> Anyways it'll be fun.
>>
>> I am going to start working when my personal computer returns from
>> repairment. I'll keep you updated.
>>
>> P.S: Sorry if my English is difficult to understand.
>>
>> Regards,
>> zenfur
>>
>> _______________________________________________
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>>
>>
>> --
>> *--Regards, Alex*
>>
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