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Re: [glob2-devel] Revive Glob2 with a kickstarter


From: Valentin Lorentz
Subject: Re: [glob2-devel] Revive Glob2 with a kickstarter
Date: Wed, 27 Aug 2014 16:06:17 +0200
User-agent: Mozilla/5.0 (X11; Linux x86_64; rv:24.0) Gecko/20100101 Icedove/24.5.0

1) no, 2D-only is ok, but you seemed to want 3D

On 27/08/2014 13:59, Artur D wrote:
> 1) Are you really suggesting to try to do them both? It's more than
> twice as much of work... I'd also prefer 2d as it's more realistic
> idea.
>
> 4) Didn't mean that, I meant the way the current YOG is: downloading
> maps/campaigns, maybe client skins. None code to execute (apart from
> maps' scripting which is closed world).
>
> 6) No! Focus on supporting tablets only.
>
> 2014-08-27 12:23 GMT+02:00 Valentin Lorentz <address@hidden>:
>> 1) I suggest starting with 2D, with future 3D support in mind. Having
>> both in the final version would be best, and only implementing 2D at the
>> beginning will help you focus on the logic of the game and get something
>> working faster.
>>
>> 4) Don't make the client download code, it's an open door to malwares.
>> Downloading maps, images, or units description files is ok, though.
>>
>> 5) Isn't the NDK (ie. C++ API for Android) always used by Android apps
>> that use lots of computing resources?
>>
>> 6) what do you mean? You want to make an android app, but support
>> neither phones nor tablets?
>>
>> Regards,
>> Valentin
>>
>> On 27/08/2014 12:06, 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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>>> address@hidden
>>> https://lists.nongnu.org/mailman/listinfo/glob2-devel
>>
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