#1  
Old 09-02-2005, 01:32 PM
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I joined Wildfire Games around the end of 2003 and we've been making good progress with our 3D Real-Time Strategy game and I was just wondering what you guys thought of it so far: http://www.wildfiregames.com/0ad/alb...hp?pic_id=8866

There are more screenshots and concepts, but that's the most recent.
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  #2  
Old 09-02-2005, 10:09 PM
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how much you get paid?
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Old 09-02-2005, 11:18 PM
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when is it out looks almost like aom characters with an empire earth look and how did you get into to this?
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Old 09-03-2005, 03:28 AM
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I was a member of Tsunami Studios and someone in TS had joined WFG before me. He eventually told me about it and I, later, applied. He didn't do much work except converse some ideas with me and left at some point. So, I took his job hehe.

Yea, we are shooting for a quality between AOM and AOE3. I can always wish it can look as good as AOE3, but I know it won't. At least, not our first release hehe. Maybe a second or third.

And Woodie, wouldn't YOU like to know... Actually, I'm embarrassed to even say lol. I do it mostly because it's good for that ol resume and because I'm finally capable of making a game work the way I want it to. That's the main reason the whole team is in it plus some people want to see if they can do it. Obviously, we CAN do it as we do have something worth showing, but it's far from done. We are currently in search of more programmers to help lighten the load.

Technically, this game will be better than AOE3 though. The RMS and AI scripting language (which I'm in charge of) is much more easier to use and powerful at the same time. And people like Woodie would druel at the scenario editor . The game engine is completely data-driven which means very few things are hardcoded which allows any joe schmoe to modify aspects of it.

Think of it as a game built to allow people to mod it. Create your own scenario, random map, ai, units, buildings, gui, civs, you can basically create your own game if you are crazy enough .
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Old 09-03-2005, 08:19 AM
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im interested in this field what did you take in college and h,s, ? like graphic deisgn ect?
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Old 09-03-2005, 05:18 PM
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I dropped out of college because I had to move during my first semester (I do plan on going back at some point), and my HS was the cheapest thing when it came to computer classes. What helped me was that the HS had access to a collegiate library which gave me access to many computer books which allowed me to teach myself whatever I was willing to read hehe.

No graphic design. My weakness is art. We have others to do the art. I'm merely a programmer.
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  #7  
Old 09-04-2005, 12:42 AM
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one day I'd like to give modeling and skinning a go..
the little experience I've had was when I converted the aok map winter blood into a CS map.. and I had to make up the textures for the grass, water and walls lol
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  #8  
Old 09-04-2005, 07:16 AM
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I remember you sending me a pic of that when you were working on it. You'll have to send it to me so I can try it out =)


The game looks pretty good. Can't really tell much, seeing as how Strategy games are much more about the strategy than the graphics. The graphics look pretty good, though. If you disregard how everything is a bit out of proportion :|
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  #9  
Old 09-04-2005, 09:31 AM
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AO games aren't really in proportion either . If you go with literal size, you'd get claustrophobic and the game would really suck hehe. Of course, the other reason the game doesn't look more polished is that it's like 20% done. The game looks more complete than it really is. Our designers try their best with the poor excuse of a scenario editor to make the screenshots look as topnotch as possible. Of course, the scenario editor will kickass when done, but with everything that's just starting out, we have to live with it until the programmers get things done which is why we need MORE PROGRAMMERS!!!! hehe. The Game Design Document is like reading a book and the programmer's TODO list would drop anyone's jaws if they never experienced game development. Lots to do sadly.
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  #10  
Old 09-11-2005, 03:46 PM
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the graphics look very nice but will the actual gameplay be good? and what kind of gameplay is there to be offered. Also when this game is released if it is. where will i be able to get it.
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  #11  
Old 09-12-2005, 11:32 PM
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I won't comment on the gameplay :P. It's not even playable in a fun inducing way. We can move units around and stuff, but it's not really a game yet. It'll be offered as a download.
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  #12  
Old 09-13-2005, 09:16 AM
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Several questions


1) will the download cost money?

2) How big will the download be?

3) How long till this game is complete and finished and ready to be downloaded?


answer them please thanks...
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  #13  
Old 09-15-2005, 01:13 AM
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The download will be free and will be at least 500mb in size. There is no set date for the release though.
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  #14  
Old 09-16-2005, 11:01 AM
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looks like good work, it is fairly similar to aom gfx and this point has been made, it was the first thing that came into my head when i saw it otherwise im very impressed with this and it looks good.
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  #15  
Old 09-17-2005, 04:59 AM
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looks like a promisssing game
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  #16  
Old 09-18-2005, 04:33 AM
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don't know how many of you care about random map scripts, but here's a simple example of how our scripts will look like:

Code:
players = new PlayerAll();

new Map(208, tGrass, 10);

mapRadius = new Area();
mapRadius.setRadius(.4);
mapRadius.create();

midCircle = new Area();
midCircle.setRadius(.05);
midCircle.setLoc(.5,.5);
midCircle.create();

playerPlacers * = mapRadius.getBorder(players.getPlayerCount());
playerAreas * * = new Array(players.getPlayerCount());
playerAreaGroup = new AreaGroup();
midConnections *= new Array(players.getPlayerCount());
midConnGroup * *= new AreaGroup();

for(i=1;i <= players.getPlayerCount();i++) {
 * *playerAreas[i] = new Area();
 * *playerAreas[i].setLoc(playerPlacers[i-1]);
 * *playerAreaGroup.addArea(playerAreas[i]);
 * *
 * *midConnections[i] = new AreaConnection([playerAreas[i], midCircle]);
 * *midConnGroup.addArea(midConnections[i]);
}

playerSurface = new Surface(playerAreaGroup);
playerSurface.setTerrain(tGrass);
playerSurface.setElevation(30,30);
playerSurface.addTerrainLayer(tCliff, .1);

playerAreaGroup.setRadius(.05);
playerAreaGroup.create();

midConnSurface = new Surface(midConnGroup);
midConnSurface.setTerrain(tGrass);
midConnSurface.addElevationAlignment(.2);

midConnGroup.setPercentage(1);
midConnGroup.create();

randomLakes = new Water();
randomLakes.setType(tWater);
randomLakes.setSize(.2);

lakeSurface = new Surface(randomLakes);
lakeSurface.setDepth(10);
lakeSurface.setTerrain(tShore);

lakeConstraint = new Constraint(randomLakes);
lakeConstraint.avoidArea(playerAreaGroup, .05, .5);
lakeConstraint.avoidTerrain(tWater, .2, .5);

randomLakes.create(round(1.5 * players.getPlayerCount()));

randomForest = new Area();
randomForest.setSize(.2);

forestSurface = new Surface(randomForest);
forestSurface.setTerrain(tForest);

forestConstraint = new Constraint(randomForest);
forestConstraint.avoidImpassable(.2, .5);
forestConstraint.avoidArea(playerAreaGroup, .05, .5);

randomForest.create(7 ** players.getPlayerCount());
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  #17  
Old 09-18-2005, 09:25 AM
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Looks like a very interesting and complicated to say the least script lol.
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  #18  
Old 09-18-2005, 10:29 AM
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yeah its defo beyond my comprehension, and I would imagine the vast number of people here! but thats why you have programmers, to do stuff that mere mortals dont understand.
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  #19  
Old 09-18-2005, 12:53 PM
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Looks alot like the scripts I used to play with when making
maps for AOM.
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  #20  
Old 09-18-2005, 01:11 PM
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Looks like C# a little..
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  #21  
Old 09-18-2005, 02:43 PM
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It looks like c# because c# an object-oriented language, and I made RMS object-oriented . The core is really just Javascript though.
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Old 09-18-2005, 03:27 PM
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Ahh thats really intresting I did c# project last year for my computing class I think I have some more c# next semester and an online java class, how long have you been doing this for ?
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Old 06-02-2006, 08:50 PM
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Looks interesting, good luck with further progression.

100th post :lol:
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