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


From: Shawn Anderson
Subject: Re: [glob2-devel] Revive Glob2 with a kickstarter
Date: Wed, 27 Aug 2014 16:10:44 -0400

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 <address@hidden> wrote:
Globulation's core selling point is its gameplay. Graphics are secondary.



------
Bradley Arsenault < address@hidden >
Toronto, Ontario


On Wed, Aug 27, 2014 at 11:38 AM, Alex K <address@hidden> 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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