ditto.Thus no one here is going to say macros are useless and should not be in the game. What they will say though is we are not goign to design the game with macros in mind
Search found 157 matches
- Mon Jul 05, 2004 7:49 am
- Forum: Other Game Design
- Topic: Groups and macro-orders proposal
- Replies: 11
- Views: 4314
- Mon Jul 05, 2004 7:11 am
- Forum: Other Game Design
- Topic: Groups and macro-orders proposal
- Replies: 11
- Views: 4314
I was not thinking doing macro tools about non designed feature right now. What I had in mind was more along the line of ship movement and coordination (moving multiple ships to multiple locations and automovement, like patroling and exploration), wait (for event and defined delays), note to self (s...
- Mon Jul 05, 2004 3:51 am
- Forum: Audio
- Topic: Sound Effects
- Replies: 38
- Views: 32421
I changed the pitch of each sound effect slighly (and randomly) each time it was played. I found the variation a pleasing effect. If a sound has no specific tone (explosion sound, fire sound, file cabinet slams sound) it won't create dissonance. If there is no harmonic context, a single tone is ver...
- Sun Jul 04, 2004 9:26 pm
- Forum: Audio
- Topic: Sound Effects
- Replies: 38
- Views: 32421
- Sun Jul 04, 2004 6:07 pm
- Forum: Other Game Design
- Topic: Groups and macro-orders proposal
- Replies: 11
- Views: 4314
Seems I'll back off from game design for a while. But still, I think macrotools are something that may be useful for the game. Since they aren't anywhere in the roadmap, I wonder if the community is interested. This is not work I try to throw at the programming team as I would do as much as I can (I...
- Sun Jul 04, 2004 1:20 pm
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20830
If there's no unforeseen consequences of a simulation, then it's a crappy simulation. If there's no unforeseen consequences to a complex macrotool, then a perfect God has directly intervened in the design and implementation. I don't pretend there won't be unforseen consequences with a simulation, o...
- Sun Jul 04, 2004 5:40 am
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20830
Re: vishnou00's apology
For example, I think we, as designers, can learn from things like Chess, even though Chess and a 4X computer game don't seem to have much in common. Does this mean we should do everything Chess does because Chess is a great game? Of course not! But it doesn't render invalid any analogy simply becau...
- Sat Jul 03, 2004 7:12 pm
- Forum: Other Game Design
- Topic: Global population
- Replies: 6
- Views: 2146
Ho all!
In this post, I egocentrically talk about myself and this thread. Among other things (replying to Aquitaine's post), I explicitely state some (naah, just one) of my intentions with this thread's opening post.
In this post, I egocentrically talk about myself and this thread. Among other things (replying to Aquitaine's post), I explicitely state some (naah, just one) of my intentions with this thread's opening post.
- Sat Jul 03, 2004 7:03 pm
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20830
vishnou00's apology
About Aquitaine I've always considered you too professionnally neutral to assiciate you strongly to any idea. The term mircophobic was originally coined by Geoff. tzlaine took the hat and drek (on that issue) was agreeing with him, so they became the microphobics, in my book. I respect your opinion...
- Sat Jul 03, 2004 6:02 pm
- Forum: Design Archive
- Topic: Defining the Effects of Technology and Buildings
- Replies: 71
- Views: 57933
Again, as a requirement from the programing team, effects cannot be terribly complex. Nothing that would require arbitrary code or scripting. As I guideline for effects being not too complex, assume you have only access to current variables and the previous state of the modified variable (ex: if yo...
- Sat Jul 03, 2004 5:50 pm
- Forum: Audio
- Topic: Sound Effects
- Replies: 38
- Views: 32421
Do like in arcade games: every sounds/music has to fit with C major (so your are stuck with tonal, C major and its minor relative, A minor). For beep sound, I'd go with important tone (1 5 3) of either tonality: C, G, A, E. Menu open/close could you appropriate cadence , like open one (V-VI) for men...
- Sat Jul 03, 2004 7:50 am
- Forum: Design Archive
- Topic: DESIGN: Buildings / Build Queues / Infrastructure
- Replies: 420
- Views: 113699
Also as we have all decided, the infinte capacity of shipyards has been decided against by eveyone, EXCEPT Drek. So Drek, what is your proposal? I don't remember deciding against the infinite capacity shipyard, but as one of the bad consequence of the flawed pooled production model, I'm against it....
- Sat Jul 03, 2004 4:04 am
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20830
I'm fairly certain that tzlaine will be happy to see the design doc finished sooner rather than later. I think nobody wants to wait for other to do work. I'm sure the audio would be happy to have a complete game with just sound and music to add. Designer would love a completely coded (with sounds g...
- Sat Jul 03, 2004 3:58 am
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20830
Flaw of global pooling: Modeling blockade: If there is to be blockade (I think it should be, as it is one of the main reason to have systems located in different places), they have to be modeled. There are different kind of blockade: a complete blockade would require enemy ships in orbit of the bloc...
- Sat Jul 03, 2004 3:26 am
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20830
Anyway, it's already been in public review: there isn't going to be extensive micromanagement of the economic sort. Aq's focus system passed, and freight ships delivering resources to various worlds have been abstracted into oblivion. Some form of Powercrazy's infrastructure is going to pass public...