NanoBlobs 0.41 + NTAI 8.0.
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- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
There is indeed a slowdown, but the tests I've made using the beta version of Arghs nanoblobz run much faster than the earlier 0.3 versions, the archers firing weapons for examples lagged my computer horrendously in 0.31 but not in the latest versions...
i find that in the latest version running 4 NTai's on nanoarena, ti lags but mostly when I'm looking at sheep and autofacs building, otherwise the fps quadruples as soon as they're out of shot or they all stop building...
i find that in the latest version running 4 NTai's on nanoarena, ti lags but mostly when I'm looking at sheep and autofacs building, otherwise the fps quadruples as soon as they're out of shot or they all stop building...
The next version will feature DDS textures, now that I've figured out to make them draw properly in Spring. Should speed things up somewhat, although players desiring really high, stable FPS should still turn their settings down, especially particle effects, which seem to be a major framerate-killer.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
So its going back to "Spam rooks and nothing else becuase everything else explodes asnd kills everything if you try to use it"?Argh wrote:0.2 had, if anything, higher unit counts. I think people will be very surprised when they see the gameplay reset to 0.2's values. The issues with lag are very complicated- I think there are serious issues with S3O efficiency in Spring, but I'm not sure what's causing the problems yet.
No, he's providing a variant with 0.2-style gameplay.Drone_Fragger wrote:So its going back to "Spam rooks and nothing else becuase everything else explodes asnd kills everything if you try to use it"?Argh wrote:0.2 had, if anything, higher unit counts. I think people will be very surprised when they see the gameplay reset to 0.2's values. The issues with lag are very complicated- I think there are serious issues with S3O efficiency in Spring, but I'm not sure what's causing the problems yet.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Here are the gameplay variants planned for 0.4. Please keep in mind that this is still at least a week or two out- it takes a bit to get everything balanced properly.
1. The standard build. Exponential gameplay, huge spawns of units, and if you have a slow computer, you should avoid it. I did some experiments over the weekend, and it appears that I can get over 10 FPS on my rig, with dynamic water, if I just turn shadows off. It's definately still very playable even during heavy combat, though- the DDS textures have helped quite a bit.
2. Slow-time variant. Everything (including the Lord) will build about 8X more slowly, making it a much slower game, and much more about preserving units and micro'ing them. I've already tried it out, and it plays much differently, and not in a bad way :)
3. OTA variant. Lords can build mexxes, solars, Holders and AutoFacs. AutoFacs can build all mobiles except for Lords. Everything will be balanced against metal/energy costs in OTA style, instead of the dynamic ramping of the original game design- in short, it will become a game of scarcity. I will probably make some Heaps, although for the first version, they will probably be very simplistic. If it turns out to be a popular variant, then I'll make it fancier.
4. 0.2 variant. Gameplay will be returned to 0.2 values, for health, firepower, weapon types, value and speed. I won't bother with making the scripts exactly-equivalent, but otherwise it will be a good clone of 0.2.
1. The standard build. Exponential gameplay, huge spawns of units, and if you have a slow computer, you should avoid it. I did some experiments over the weekend, and it appears that I can get over 10 FPS on my rig, with dynamic water, if I just turn shadows off. It's definately still very playable even during heavy combat, though- the DDS textures have helped quite a bit.
2. Slow-time variant. Everything (including the Lord) will build about 8X more slowly, making it a much slower game, and much more about preserving units and micro'ing them. I've already tried it out, and it plays much differently, and not in a bad way :)
3. OTA variant. Lords can build mexxes, solars, Holders and AutoFacs. AutoFacs can build all mobiles except for Lords. Everything will be balanced against metal/energy costs in OTA style, instead of the dynamic ramping of the original game design- in short, it will become a game of scarcity. I will probably make some Heaps, although for the first version, they will probably be very simplistic. If it turns out to be a popular variant, then I'll make it fancier.
4. 0.2 variant. Gameplay will be returned to 0.2 values, for health, firepower, weapon types, value and speed. I won't bother with making the scripts exactly-equivalent, but otherwise it will be a good clone of 0.2.
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
Got the 0.2 variant done, pretty much. The core gameplay of 0.4 is almost done, too, including some nifty big explosions for certain things.
After playing it again, I was really quite amused by how much 0.2 sucks. I'm still not sure why people are still insisting it was more fun than 0.34b, but hey, that's just me... and now people can do an apples vs. apples comparision test.
Now I just need to get the resource structures done, and I can make the last two variants really quickly. The "slow-time" variant is really quite fun, imho.
After playing it again, I was really quite amused by how much 0.2 sucks. I'm still not sure why people are still insisting it was more fun than 0.34b, but hey, that's just me... and now people can do an apples vs. apples comparision test.
Now I just need to get the resource structures done, and I can make the last two variants really quickly. The "slow-time" variant is really quite fun, imho.
Eh? Whatcha mean, AF? Done already? If so, I'll tweak the buildtrees and do a release of them as part of a NanoBlobs installer package, or something. The current buildtrees will work just fine with 0.4, and I've already made a set for the 0.2 variant, just to make sure that that variant is supported by NTAI at release.