NeOmega wrote:Are buildings etc going to be shaded?
Hi NeOmega,
I would like to do that but problem is lack of time. There are other things to be sorted out. What is usual performance impact to add shading?
Zonder wrote:You defiantly need some better art work on the models.
Hi Zonder,
I would like to make models better, ideally with animations. Hopefully this will happen:)
Hi,
it is becoming clear to me that the game would need a better 3D models with animations and possibly Ogre professional who would polish the look and feel of the game and the performance.
I start thinking about cooperation with someone who would get a share in the project and help me finishing it in these two areas, possibly in other areas like internet play and AI.
Would there be someone interested in this?
If so, please send me a message or add reply to this thread.
Hi,
because there were some people interested in the project, I attach some screenshots from the latest version. Not ready yet, but it is getting closer and closer to release
Germanunkol wrote:I'm a great fan of the Total War Series AND Civilization, both of which seem to have influenced this... ?
Civilization might be considered as a closest "relative" to this game and also Colonization has some similar characteristics, however there are many things done differently or "missing" in those two games entirely (like birth rate control, extensive diplomacy, sophisticated trade, etc.
Aggressors focuses also more on tactics and resource management and the "feeling" from the game, when you play it, is very different.
Much better. It's a far cleaner appearance to the eye and a consistent theme. There's something about the top-left widget (the circular icons to the left of the square icons) that doesn't look right though.
areay wrote:Much better. It's a far cleaner appearance to the eye and a consistent theme. There's something about the top-left widget (the circular icons to the left of the square icons) that doesn't look right though.
You dont like how it looks like or that these square and circular icons are next to each other?
The overall theme is very good and matches the game type nicely. I think I know what areay means about the square items next to round.
But I was looking at the general balance of the ui and I think those stats items should possibly in the centre of the screen and the same goes for the bottom set of icons. (This probably comes from me playing too many MMOs though)
There are 10 types of people in the world: Those who understand binary, and those who don't...
It's looking great! I love turn based strategies, so it's good to see one being developed. I think I've spent more of my life playing the civilization game series than all other games combined.
As for the UI, I've liked how civilization 5 has done their UI if you want another reference design to look at. One thing in particular is the buttons that will roll out more menus, so not all of them need to be visible at once. It's tricky in these games to keep the UI simple as there's a lot of details, but maybe some simplification and grouping would add some more polish to it. Maybe even some buttons that would scroll out additional menus for less used items. Just some thoughts, but I do really enjoy seeing your updates on this!
Hi Herb,
thank you very much. It actually already works this way. Only currently relevant buttons are displayed. Those ones, which are from obvious reasons not possible to do (for example repairing bridge when there is no bridge) are not displayed. However there are some unit moves displayed that are disabled. That is because of player can see in tooltip what prevents him from executing the move (for example building bridge when he doesn't have enough money. The tooltip says that he doesnt have enough money and tells him how much is needed).
loath wrote:what sort of shadows are you using? (are the boat shadows different than the signs, trees, and such?)
well those are actually not real shadows. It is a transparent texture. I wanted to add real shadows there, but from more reasons it didnt really work correctly.
loath wrote:how large are the ogre terrains that you're using?
Not sure what do you mean by this? The terrain itself is a set of manual objects. Each tile is 9x9 vertices.
Hi Slappy,
thank you very much. I hope that the game will be accepted the same way by players once it is released. We intend to release the game in 1Q or at the latest in 2Q 2016 (so far just for Windows).
We will also release some teasers, so once they are ready, I will add it here as well.
Hi everyone,
for those who are interested in the game, here are few new screenshots. The release is (and this is probably no a big surprise for most of the games) postponed a bit, but it is still moving forward as quickly as possible:)