I saw latest dev-build and notice some interpolation for units' sprites on Pedia modal window. I understand that the developing started years ago when 1024x768 was a standard de-facto, but eyes so tired from long play. The only one deficiency I see - everything is too small to play in windows or real monitor resolution. So you can play or you can create) Should say that the team made titanic work over the years! Music, sprites, animation, lore, tiles and big avatars of units seem much professional, music especially. However, open games not so much, and you should be experienced to start because many of them use UMC Eras which you can't explore with SP campaigns. The game supports several multiplayer modes: official server, custom server, local or hot-seat, so you will not feel the lack of something with it. For example, only one Add-on Ageless Era combines all Eras developed before by various artists and contains dozen of fractions and units. The game was created as universal campaign and content builder, that's why any resources are opened and could be changed/moved and reused to create new content. It reminds me UFO, but not so complex - you could choose a specialization of a unit from 2 level but not separate skills. Some of them fight for salary but some fights for the idea, loyalty take ability slot, but such units "free for use". Maybe it's so, but my opinion that FFT nearest) You leads your warriors through the scenarios and recruits new when needed, each of them could have skills and name which makes it more or less unique, also you can add some special abilities to any unit with artifacts which come across in some scenarios. However, official version that the game was inspired by first Langrisser for Sega MegaDrive console but with original ideas of David White. But the gameplay is too similar to FFT just on big maps. the main reason I started it was so I could make a campaign myself (which is somehow weird - I had to learn all the WML now anyway ), so I want to start now soon with my old elphants campaign idea i posted about half a year ago, and will fix/add features of campgen as I need themĪbout the integrated wesnoth GUI, it needs improvement in any case I think, even just for existing dialogs in the game (tree-display and multiple selection and a delete button for savegames comes to mind) and map editor - even if it won't get all features of campgen.This is something between Final Fantasy Tactics, UFO and Warlords, and maybe Heroes of Might and Magic ( two last mainly in sense of graphics and UI than gameplay). Great work! Please keep development of it. You want a real GUI library such as wxWindows (QT would also be fine). The campaign editor is a GUI-intensive app, and the GUI tools available within Wesnoth are nowhere near up to the task. Rewriting the campaign editor using the Wesnoth GUI and C++ would not be a good idea at all IMHO. We can provide a few more command line options to the map editor to make it easy to use. You can have a way to invoke the map editor from within the campaign editor, but I think that's all you really need. don't worry about 'integrating' the map editor and campaign editor too much. using Python with wxWindows is a great architecture decision for the campaign editor.
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