Hi guys,
to be honest I didn't expect such positive feedback at all
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Thank you very much.
I was working on this since beginning of 2009, mostly during my free time and circa one year full time. It is loosely based on a board game I invented when I was 12, however it was massively extended and parts of the game were inspired by other games. Because I am a big fan of Civ 4, the graphics of Civ 4 was like a unreachable model for me, but I was trying to have it as good as I possibly can. Even it looks like Civ 4, it doesnt have much in common with it (from the rules' point of view). The primary mode is Second world war, however to test the possibilities of mods, I created Ancient Rome mod which is partially based on civ 4 with Aggressors' way of playing.
The Arteidis mod was just a deep test of mod support. All the special rules are in script files, which confirms me in big flexibility of the game's core.
I didn't want to invest money to the project so all assets are public domain or created by me. I am not a professional 3D designer and I didn't have time to create unit animations, which would hugely improve the user experience. Unfortunately I don't have time to make it to such details.
I am now in the stage where I should decide what will be the destiny of the game - trying to find a publisher or another way to go.
areay wrote:Good video too, that's an interesting accent you have there, I couldn't pick it though
![Smile :)](./images/smilies/icon_smile.gif)
Hi Areay, it is actually not me:) It is my friend's voice. He is a professional translator, however he is not english native speaker as well:)
areay wrote:What libraries are you using?
I don't really use too many libraries. I use MOGRE and Miyagi and CSScript for scripting. No physics, etc.
NeOmega wrote:Very interested in helping you with the graphics
Hi NeOmega, thank you very much for the offer. If I find a way how to proceed with the project, I will definitely contact you. As I said - animations are the key to make it better. However too much time was already invested and it is now necessary to find out what way should the project go.
holocronweaver wrote:The only criticism I can think of at this stage is the scale of units versus buildings versus terrain features. Boats being as large as cities is something I am used to from Civilization games, so I don't mind that so much, but the size of your infantry makes them appear as giants. I think the best solution might be to scale up everything but the infantry, especially in terms of elevation, and increase the texture resolution and model detail accordingly.
Hi Holocronweaver, thank you for your feedback. When I was thinking about this problem, it was the only way to go. If I scale units they will not be so distinguishable on the terrain from trees, etc. However, you are right - they look like giants:)
The texture resolution is much better than the video shows. It has 512x512 images per tile. I am not sure what do you mean by "terms of elevation". Can you explain it to me, please?