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-   -   Conquest of Elysium 3 dev log (http://forum.shrapnelgames.com/showthread.php?t=47712)

samoht January 18th, 2012 03:59 PM

Re: Conquest of Elysium 3 dev log
 
I think in-game smoke signals should be implemented to communicate between players over short to middle distance, while a series of way stations used by AI controlled messenger characters could be used to communicate between allies. Professional heralds bearing gifts and tributes would probably be an effective method of conveying words between opposing players.

Edi January 18th, 2012 05:26 PM

Re: Conquest of Elysium 3 dev log
 
Word on the in-game chat is "Has been considered. Not likely in 1.0, possibly later in a patch but no promises".

Gandalf Parker January 18th, 2012 09:53 PM

Re: Conquest of Elysium 3 dev log
 
And by the way, Johan prefers "Mumble" for in-game communication.
I can see where that would be a good fit

Bossman January 19th, 2012 04:37 AM

Re: Conquest of Elysium 3 dev log
 
I can guarantee you that when the game is released and people start playing multiplayer, the number one complaint will be "there's no text chat!". It's a pretty standard feature nowadays and people are used to having it.

Edi January 19th, 2012 05:52 AM

Re: Conquest of Elysium 3 dev log
 
From a user interface perspective, a separate program is in some ways actually better because it won't be taking up screen real estate from the game UI. Which would be kind of a big thing here unless the text chat was put in the same space as the kingdom overview and those two were swappable. Which would still be an almighty pain in the arse. Otherwise it would have to be a slidedown or something else that you can get out of the way.

There are tradeoffs with any solution you can think of here. We'll see what Illwinter does, since the issue has been taken up with them.

Gandalf Parker January 19th, 2012 10:13 AM

Re: Conquest of Elysium 3 dev log
 
Quote:

Originally Posted by Bossman (Post 792893)
I can guarantee you that when the game is released and people start playing multiplayer, the number one complaint will be "there's no text chat!". It's a pretty standard feature nowadays and people are used to having it.

No offense but I hear that a lot. About many things.
I actually think screenshot is the #1 I hear. Then I think its reprogrammable menu keys. But Chat might be higher than usual for this game.

Im not sure that "standard feature" would do much. But the suggestion of re-using the Dom3 code might even though they tended to get more complaints than thankyous.
But I will mention that.

WraithLord January 19th, 2012 10:30 AM

Re: Conquest of Elysium 3 dev log
 
"* Most of the music in place." yummy, can u disclose more details?- If it's a band/group I'll start listening to their material :)

Oh and congrats for hitting ver. 2.9. I guess no pre-order this time.

Gandalf Parker January 19th, 2012 10:48 AM

Re: Conquest of Elysium 3 dev log
 
I can ask. But until another version pops all I have is the short place-holder songs that were used to iron out the code.

Personally I wish he had held off on the music. It makes the download much MUCH longer. I have at least 3 machines to update as quickly as possible each time a version pops

Gandalf Parker January 19th, 2012 11:28 AM

Re: Conquest of Elysium 3 dev log
 
Quote:

Originally Posted by Gandalf Parker (Post 792908)
I can ask. But until another version pops all I have is the short place-holder songs that were used to iron out the code.

Personally I wish he had held off on the music. It makes the download much MUCH longer. I have at least 3 machines to update as quickly as possible each time a version pops

EDIT: Johan were you watching?
I had just posted this and I look back. New version. *sigh*
I will comment on the music in an hour or so

elmokki January 19th, 2012 12:13 PM

Re: Conquest of Elysium 3 dev log
 
Quote:

Originally Posted by Gandalf Parker (Post 792881)
And by the way, Johan prefers "Mumble" for in-game communication.
I can see where that would be a good fit


Oh yes, obviously voice communications are even more fun, but people tend to not have microphones and/or tend to not like to speak to them (especially in their non-native languages). Also that stuff requires setting up a server so it isn't as low effot as IRC potentially is. Sad really. Listening/speaking is so much quicker to do while playing than reading/writing.

That said it seriously isn't expensive to rent a server. I pay about half an euro per month for my small Mumble server and anyone who regularily hosts games probably shouldn't have problems running a server from the host computer.


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