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Re: [glob2-devel] We must do a game, not an engine


From: Leo Wandersleb
Subject: Re: [glob2-devel] We must do a game, not an engine
Date: Wed, 25 Apr 2007 22:05:11 +0200
User-agent: Icedove 1.5.0.10 (X11/20070328)

things i can see that would make a better Game

Hi Martin

This is perfectly off topic so please put it elsewhere.

Greetings, Leo Wandersleb

P.S.: places are wiki (wish list), the bug tracker as wish bugs or a new thread 
here what i consider as the worst solution as i don't want them to get lost and 
i'm sure nobody will grab them and implement right now.























1 the map should not in any way shape or form "wrap around" {--- this
i would consider to be a massive bug (right now the far north becomes
the far south east becomes west)

FEATURE!!!!
Nevertheless it should be optional to the editor to choose among torus, pipe 
and square.
this would ave implications on pathfinding as max distances can double.

2 the maps seem to be very small (this may have changed recently
but...) you should be able to fit a swarm/ pool/school/ barracks in
without having to clear land

make bigger maps. 512x512 is really huge.
these maps would only make sense with more than 2 players if you don't want to 
play for hours.
most PCs struggle hard with these maps as playing them takes more than 1GB of 
ram (due to some bug i guess).

3 when you are building a wall run the whole section should be
considered as one "building"
you lay eight sections in a row then you should be able to have 3
workers build the whole row

good idea but conceptually not clear. a control to place walls more easily 
would be needed, too.

4 I would have as a variant of scout a "oracle" unit -- this unit
would cause the window to expand out (say 2 "oracle" units get you a
double window) but i would also add a required energy tower and add to
the defense tower a way to shoot down hostile oracles (note this would
not clear Fog of War you would just be able to see a larger local
area)

I'm as confused as Cyrille.


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