View Full Version : civiliza demo 2 is ready
dexter4dxm
August 22, 2001, 12:37
here is demo 2, as promised.
like i said, not a huge difference from demo 1,
but here's what in this update:
-fully functional roads
-bigger map
-more units/more unit types
-fully functional health bars
-more terrain
-auto-center on off-screen selected units
-misc small bug fixes
The game images are still packed in the exe, this will be changed in a future release. There is a graphical bug where units overlap the heath bars (etc) of units south of them. Aside from these few issues, i REALLY want to hear what you people think of this.
hope i get a :b:
-dex
tishco
August 22, 2001, 14:21
V good for really quickly done 1st project, buit frantic 4 me though
maybe a pause or end of simutainnios turn thing for cities and gotos and thinking
dexter4dxm
August 22, 2001, 15:03
i agree, it's totally frantic. the only reason i am going to keep it this way is for multiplayer considerations. one thing i'm looking into to is scaling of the countdown timers to reflect the average number of units each civ owns. i like your suggestion on how to deal with city management. perhaps there should be a pause for all players every certain amount of minutes, at which time they can manage cities, diplomacy, and unit orders.
on a side note, there's another bug to add to the demo 2 list: the AI doesn't get benifits of using the roads, which actually isn't that bad since they don't have any direction anyway. soon the AI will be able to pathfind to your units, and then fixing this bug will matter much more.
thanks for your input
-dex
dexter4dxm
August 23, 2001, 00:14
it is beginning to look like the next release will be a bigger step over the current one that i thought.
sure, better AI and basic city support will be nice, but look what i've been working on today:
tishco
August 23, 2001, 11:19
will there be hot seat on one pc support?
dexter4dxm
August 23, 2001, 14:26
how would that be possible? correct me if i'm wrong, but doesn't hotseat imply turn-based?
if two people were to play this game using the same computer, what would happen if player 1's selected unit is on the screen, but player's 2 selected unit is way off the screen?
tishco
August 24, 2001, 14:56
i was thinking like split screen
probably wouldnt work though, just a thought
maybe you could have some kind of timer coding so that is there is four units the timers are 2, 4, 6, 8 ( then rech zero and go back to the top mumber, in this case eight) so then there would be a spread of action of have a gotoin the pause
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