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 >> >> _______________________________________________ >> glob2-devel mailing >> [email protected]https://lists.nongnu.org/mailman/listinfo/glob2-devel >> >> >> -- >> *--Regards, Alex* >> >> _______________________________________________ >> glob2-devel mailing list >> [email protected] >> https://lists.nongnu.org/mailman/listinfo/glob2-devel >> >> > > _______________________________________________ > glob2-devel mailing list > [email protected] > https://lists.nongnu.org/mailman/listinfo/glob2-devel > >
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