Page 6 of 9

Posted: 10 Apr 2005, 15:16
by sparkyhodgo
Added Zoombie's request for kickass explosions and dynamic lighting!

Posted: 22 Apr 2005, 13:49
by sparkyhodgo
Massively updated the list with all the new beta test info, including that hills jam radar, terrain is re-formable, and multiple players can control one a side at a time.

Thanks Sean, Redfish, Neutralize, and all the SY's!

Posted: 22 Apr 2005, 14:27
by [K.B.] Napalm Cobra
Weather effects (rain, snow, fog)--unknown
Wrap-around maps (like a donut, cornerless)--unknown
Tunnelling--unknown
I'm pretty sure they've said no to these for first release.

Posted: 22 Apr 2005, 14:56
by Torrasque
For tunnelling, don't they have siad that it is impossible? Of course with the current engine

Posted: 22 Apr 2005, 16:47
by Gabba
They have said no to tunneling, but nothing about weather or wrap-around maps.
I don't think wrap-around will be considered, it sounds like a big change to the engine.
As for weather, I'm sure they would like to do it, but maybe not right now.

Posted: 22 Apr 2005, 20:30
by AF
yah nobody dares consider my multiple heightmap suggestion because I just happened to mention that it would render tunnels possible.

Wow

Posted: 23 Apr 2005, 05:12
by Syffer Bidan
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.

Posted: 23 Apr 2005, 18:24
by AF
Not to mention added, so they must read this, it's like the first stop any SY would look for unless sparkys on holiday

Re: Reviving the request list

Posted: 23 Apr 2005, 18:29
by Torrasque
sparkyhodgo wrote: Automate metal maker turnoff--unknown
I heard somewhere that there is already a metal maker manager...can someone confirme?

Posted: 23 Apr 2005, 18:51
by AF
The source for the metal maker AI is in napalms hands. It exists, and its workings are understood.

Posted: 23 Apr 2005, 20:09
by sparkyhodgo
Alantai 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
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 summer :wink:

PS Added the request for higher refresh rates.

Posted: 23 Apr 2005, 21:53
by BlackLiger
Sparky, u have no idea the difference between london and NW england, do you? :P

Posted: 23 Apr 2005, 22:08
by Sean Mirrsen
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.

Posted: 25 Apr 2005, 03:51
by sparkyhodgo
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.

More to add.

Posted: 25 Apr 2005, 05:52
by Syffer Bidan
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: 25 Apr 2005, 08:20
by [K.B.] Napalm Cobra
With deformable terrain and almost entire focus on the 'hill', how long is it going to resemble a hill for? Or should we rename the game type, king of the crater?

Posted: 25 Apr 2005, 15:34
by sparkyhodgo
Done, Bidan.

Perhaps we should call it "King of the highlited circle on the map regardless of whether it actully is a hill."

Posted: 25 Apr 2005, 18:41
by Sean Mirrsen
I vote for "King of the Crater"!! :D:P

Posted: 25 Apr 2005, 22:06
by Redfish
Would be a funny thing who can blow up the hill first. Just send 40 roaches and you should have a nice crater.

Posted: 26 Apr 2005, 01:48
by [K.B.] Napalm Cobra
We need a demonstration, pics or video's are both acceptable.