I tried it on Windows, it was playable & promising.
Some notes:
1) The AI declares a war on me, then sends hordes and hordes of settlers into my territories to be slaughtered, and only a few real units. If I don't kill the settlers, the settlers usually just hang around in my territory, doing nothing.
2) Mouse controls have a very laggy response. Every time I click with the mouse, it takes almost a second or so for it to have an effect; if I move my mouse after clicking, it reads it as the click to the current location of the mouse, rather than to the location of the mouse at the time of the click. Keyboard doesn't have similar laggy response.
3) Where is the project going? Right now it's a very close Civilizations clone; will it be getting some more differentiating gameplay elements? That would be a good thing to do because, like they say, if I wanted to play Civilization I'd just play Civilization. Going with a fantasy theme is always a good way to insert arbitrary interesting gameplay mechanics; of course there are other ways to do that too.
4) The AI doesn't like attacking enough; eg if I end my chariot's (4 attack / 1 defence) turn next to some of his peasants (1 attack / 1 defence), he often doesn't attack me with them although it would be the obvious thing to do.
5) Having the minimap on the main screen at all times would greatly help quick moving-around-the-map. The minimap could use more natural colors instead of the current bright blue & green.
6) I had it crash once when viewing the dialog that lists foreign civilizations. It didn't happen again upon reloading.
EDIT: does Power do anything besides giving one-time bonuses at unknown thresholds?
@pennomi, I'm not really interested in changing my work according to the feedback of the general public; a system where everyone simply draws over previous iterations by other people & posts the work himself, would be better.
Especially as concept art assets of different creatures don't have to be as visibly consistent with each other as other assets, because they will never be shown in the game; so it's ok to eg draw with the unantialiased pencil tool in ms paint over a carefully done piece made in photoshop.
I support the idea. I am strongly for consistent sets myself.
It looks like you want consistency in 2 ways:
1) For each entry of a creature, you want different assets of the same creature, where those assets don't contradict each other in their depiction of the idea of the creature (eg: you have creature entry A; it has 2 3d-models made by different people, & 3 concept arts & 4 sound effects & a pixelart figure related to it; and all those should be visibly consistent with each other in that they should visibly depict the same creature (where the creature is defined through the assets themselves); so each new asset has to strive for consistency with all previous ones of the same entry; so as increasingly many assets are added, the definition of that creature is narrowed down. With this policy, freedom of design decreases in time, so a late-comer has to be extremely careful; there are many ways you could handle it - when a late joiner finds that he doesn't like the design forced by the previous assets of the monster entry, he could start a new monster entry; but then you'd have to keep it in check because if everyone just starts a new monster entry - and surely people generally DON'T want to copy other designs but rather start from scratch so starting from scratch will be very tempting - it will ruin this entire part of consistency. Also you'd need some potentially controversial moderation for consistency checks...).
2) You want different entries of creatures to have some assets of the same type, which are consistent with each other (eg: you have creature entries A, B & C as your entire current creature database. A has a model X made by one person, B has a model Y made by another person. Then if yet another contributor appears who wants to make a model of C - then you want to enforce or at least suggest him to strive for a style similar to either X or Y... I'm not sure how this would work out)
Thanks, but I think that sort of modifications should be done per specific use, by the developer of that specific use. (also I don't have any source files where the red roofs would be on separate layers)
I tried it on Windows, it was playable & promising.
Some notes:
1) The AI declares a war on me, then sends hordes and hordes of settlers into my territories to be slaughtered, and only a few real units. If I don't kill the settlers, the settlers usually just hang around in my territory, doing nothing.
2) Mouse controls have a very laggy response. Every time I click with the mouse, it takes almost a second or so for it to have an effect; if I move my mouse after clicking, it reads it as the click to the current location of the mouse, rather than to the location of the mouse at the time of the click. Keyboard doesn't have similar laggy response.
3) Where is the project going? Right now it's a very close Civilizations clone; will it be getting some more differentiating gameplay elements? That would be a good thing to do because, like they say, if I wanted to play Civilization I'd just play Civilization. Going with a fantasy theme is always a good way to insert arbitrary interesting gameplay mechanics; of course there are other ways to do that too.
4) The AI doesn't like attacking enough; eg if I end my chariot's (4 attack / 1 defence) turn next to some of his peasants (1 attack / 1 defence), he often doesn't attack me with them although it would be the obvious thing to do.
5) Having the minimap on the main screen at all times would greatly help quick moving-around-the-map. The minimap could use more natural colors instead of the current bright blue & green.
6) I had it crash once when viewing the dialog that lists foreign civilizations. It didn't happen again upon reloading.
EDIT: does Power do anything besides giving one-time bonuses at unknown thresholds?
Not hosting the source on SourceForge is probably against the terms of use of SourceForge.
http://opengameart.org/content/castles
The alternative is doing homework
@pennomi, I'm not really interested in changing my work according to the feedback of the general public; a system where everyone simply draws over previous iterations by other people & posts the work himself, would be better.
Especially as concept art assets of different creatures don't have to be as visibly consistent with each other as other assets, because they will never be shown in the game; so it's ok to eg draw with the unantialiased pencil tool in ms paint over a carefully done piece made in photoshop.
Also, pennomi = eyerouge/snowsomething?
Oki, I tried making a conceptart for an ogre:![](http://opengameart.org/sites/default/files/archive/ogre_1.png)
Hello.
I support the idea. I am strongly for consistent sets myself.
It looks like you want consistency in 2 ways:
1) For each entry of a creature, you want different assets of the same creature, where those assets don't contradict each other in their depiction of the idea of the creature (eg: you have creature entry A; it has 2 3d-models made by different people, & 3 concept arts & 4 sound effects & a pixelart figure related to it; and all those should be visibly consistent with each other in that they should visibly depict the same creature (where the creature is defined through the assets themselves); so each new asset has to strive for consistency with all previous ones of the same entry; so as increasingly many assets are added, the definition of that creature is narrowed down. With this policy, freedom of design decreases in time, so a late-comer has to be extremely careful; there are many ways you could handle it - when a late joiner finds that he doesn't like the design forced by the previous assets of the monster entry, he could start a new monster entry; but then you'd have to keep it in check because if everyone just starts a new monster entry - and surely people generally DON'T want to copy other designs but rather start from scratch so starting from scratch will be very tempting - it will ruin this entire part of consistency. Also you'd need some potentially controversial moderation for consistency checks...).
2) You want different entries of creatures to have some assets of the same type, which are consistent with each other (eg: you have creature entries A, B & C as your entire current creature database. A has a model X made by one person, B has a model Y made by another person. Then if yet another contributor appears who wants to make a model of C - then you want to enforce or at least suggest him to strive for a style similar to either X or Y... I'm not sure how this would work out)
http://opengameart.org/content/ruining-tower
http://opengameart.org/content/wizard-0
Thanks, but I think that sort of modifications should be done per specific use, by the developer of that specific use. (also I don't have any source files where the red roofs would be on separate layers)
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