Reviving the request list
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- [K.B.] Napalm Cobra
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- Syffer Bidan
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Wow
My, my, this topic is still around (including all of the posts and ideas I suggested earlier this year)? I wonder if the SY team reads this topic. I have been skimming through it, and many of these suggestions are really good.
Re: Reviving the request list
I heard somewhere that there is already a metal maker manager...can someone confirme?sparkyhodgo wrote: Automate metal maker turnoff--unknown
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Yep, that's my goal. And I'm not on holiday until until mid-May. After that, it's up to you guys until mid-August, unless you feel like letting me use your computer while I'm in London this summerAlantai Firestar wrote:Not to mention added, so they must read this, it's like the first stop any SY would look for unless sparkys on holiday

PS Added the request for higher refresh rates.
- BlackLiger
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Even though I read through this thread quite a few times, I only just now actually looked through the first post thoroughly. I have some things to add.
Upgraded sound - the sounds are the same as in TA, but higher quality is probably supported.
3D sound - works in stereo, I don't have a 5.1 system so I can't say about full-3d sound.
Mouse-over-construction energy/metal use info - name, cost, build time, health for build menus. name, experience, weapon range, cost, metal/energy usage/production, current/max health for built units. No order status yet -> wanted.
Upgraded sound - the sounds are the same as in TA, but higher quality is probably supported.
3D sound - works in stereo, I don't have a 5.1 system so I can't say about full-3d sound.
Mouse-over-construction energy/metal use info - name, cost, build time, health for build menus. name, experience, weapon range, cost, metal/energy usage/production, current/max health for built units. No order status yet -> wanted.
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Added Napalm Cobra's suggestion for King of the Hill and Capture the Flag.
I recommend running these like the wonderful N64 game Perfect Dark:
Capture the Flag could have a "flag" unit (a commander perhaps?!?) randomly placed on the map and belonging to neither player. There's already a capture function on construction units. Whoever captures the flag unit and holds it the longest until the timer runs out, wins.
King of the Hill could also follow Perfect Dark style--have either a fixed "hill" that gives a player points for occupying it after 5 seconds, or multiple hills you can fight over simultaneously, or a moving "hill area" that spawns in a new location every X minutes. Player with the most points after the timer runs out, wins!
Edit: And it would be great if there were a way to keep someone from holding the hill toooooooo long. Perhaps a localized meteor shower that always inflicts damage on units on the hill. The longer you stay, the more points you have--and the more damage you take! Gives the other person a chance to take over a well-defended hill and get some points of his own.
I recommend running these like the wonderful N64 game Perfect Dark:
Capture the Flag could have a "flag" unit (a commander perhaps?!?) randomly placed on the map and belonging to neither player. There's already a capture function on construction units. Whoever captures the flag unit and holds it the longest until the timer runs out, wins.
King of the Hill could also follow Perfect Dark style--have either a fixed "hill" that gives a player points for occupying it after 5 seconds, or multiple hills you can fight over simultaneously, or a moving "hill area" that spawns in a new location every X minutes. Player with the most points after the timer runs out, wins!
Edit: And it would be great if there were a way to keep someone from holding the hill toooooooo long. Perhaps a localized meteor shower that always inflicts damage on units on the hill. The longer you stay, the more points you have--and the more damage you take! Gives the other person a chance to take over a well-defended hill and get some points of his own.
- Syffer Bidan
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- Joined: 21 Jan 2005, 01:01
More to add.
Also add these:
Posted previously in response to Video 15 and 16:
Syffer Bidan wrote:
The neatest part of Video 15 was the flying Stumpy. I did not expect Spring's physics system would advance to this degree.
My only complaints with the engine now are the smoke-shadows. When smoke or dust follows an object, the object itself should yield a dark shadow, but the dust or smoke should yield a very light shadow. In Video 16, some of the rocket trails looked odd due to the shadows of the smoke trails themselves.
Also, the Zeus's combat-ready animation is a bit off. When it draws the Thunderclap from its back, its left hand, instead of resting beneath the barrel of the gun, rests above it, with its palm facing upward, which does not quite make much sense. The Zeus should hold the bottom of the Thunderclap with its left hand, not the top.
Posted previously in response to Video 15 and 16:
Syffer Bidan wrote:
The neatest part of Video 15 was the flying Stumpy. I did not expect Spring's physics system would advance to this degree.
My only complaints with the engine now are the smoke-shadows. When smoke or dust follows an object, the object itself should yield a dark shadow, but the dust or smoke should yield a very light shadow. In Video 16, some of the rocket trails looked odd due to the shadows of the smoke trails themselves.
Also, the Zeus's combat-ready animation is a bit off. When it draws the Thunderclap from its back, its left hand, instead of resting beneath the barrel of the gun, rests above it, with its palm facing upward, which does not quite make much sense. The Zeus should hold the bottom of the Thunderclap with its left hand, not the top.
- [K.B.] Napalm Cobra
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- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15