This is the mail archive of the
xconq7@sources.redhat.com
mailing list for the Xconq project.
Re: Standard Game Graphics
- From: Elijah Meeks <elijahmeeks at yahoo dot com>
- To: Eric McDonald <mcdonald at phy dot cmich dot edu>
- Cc: Jim Kingdon <kingdon at panix dot com>, xconq7 at sources dot redhat dot com
- Date: Thu, 2 Sep 2004 20:17:55 -0700 (PDT)
- Subject: Re: Standard Game Graphics
> Looks good. Personally, I would prefer if your
> 'Trident' variant was
> made into the default, and the old graphics were
> made into some sort of
> oldtimers variant. I mean, I think a major point of
> this exercise was to
> help Xconq present a more polished image to new
> players, and your new
> graphics do that much better than the old ones. But,
> that's just my
> opinion; I guess we'll have to see what others say.
> (I suppose some
> people have been looking at the old graphics for so
> long that anything
> new will seem alien and objectionable....)
I agree that it should be the default, but I also
agree that it should be a group decision. The one
problem, which I believe Jim pointed out and proved
true, is that it doesn't look so good at the 16
unit/hex resolution. You can tell the difference
between units because there are pretty good primary
color distinctions (Infantry brown, armor green,
fighter gray) but it's pretty ugly.
The two solutions I see are:
1. Make specific imf 4 4 definitions that reference
the old silhouettes, because they're more recognizable
at that resolution.
2. Set unit limits per hex at four, which is the max
amount of Trident units in a hex that are still
recognizable and look decent. I like this both from
the graphical viewpoint and the gameplay viewpoint,
simply because I think more than four units in a hex
is unweildy. You still have problems with cities and
transports, but that'll be solved next week, when
Eric's Occupant Dialog Box Fix is out... Right,
Eric?*
I think it's obvious that I prefer solution 2. And I
still think we need a forum. And a better webpage
(Christ, I've been here for two years and I still have
a hard time finding the right link for downloads or
mailing lists or manuals and everytime I see the XConq
website, I think, "1992?"). And neural nets. And
fully 3D units. And salaries for game designers. And
groupies. And an XConq Company Cruise. And and
and...
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