Changes between Version 4 and Version 5 of 0AD_The_Vision
- Sep 15, 2015, 10:21:13 PM (5 years ago)
v4 v5 45 45 The game will draw people back 2000 years. This could be a bit difficult because nobody really knows for sure how things were exactly. Much information was lost during the dark ages. We are therefore basing most everything on what our historians have been able to dig up for us. We are taking a great effort to avoid stereotypical imagery and notions, in an effort to give our players a realistic world. 46 46 47 As far as the look goes, our world will be a heightened representation of reality. Colours will be a bit more saturated, vegetation will slightly edenic, structures will appear in a liveable state, units will be battle-torn, and the resources will be bountiful. We will try to make it as pleasing to the eye as possible. 47 As far as the look goes, our world will be a heightened representation of reality. Colours will be a bit more saturated, vegetation will slightly edenic, structures will appear in a liveable state, units will be battle-torn, and the resources will be bountiful. We will try to make it as pleasing to the eye as possible. 48 48 49 49 Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home. … … 114 114 * '''Excellent Moddability''' - Our aim is to make the game as data-driven as possible, and allow end-users to override that data, using custom independent mod packs, to have as much control over adding assets and editing existing content as our own scriptors. Savvy modders could potentially have all the necessary tools to program an entirely different game using our engine. 115 115 * '''More Multiplayer modes''' - The host will have a wide variety of game types and features to tweak when creating a game session, permitting the kind of gameplay that he most enjoys. 116 * '''Seasons''' - Over time, the environment will cycle through Spring, Summer, Autumn and Winter. Combined with the scenario's climate, rain and snow will fall with varying severity. Trees blaze into Autumn red or the fresh greenness of Spring, flowers bloom, and denuded husks of trees smother in the snow of Winter. 117 116 * '''Provinces and Territories''' - In some game types, the map is subdivided into Provinces that must be captured and annexed into a player's territory in order to reap their valuable resources and construct forward bases in these areas. If the host wishes, a player's starting Territory can also be surrounded by attrition borders to reduce early rushes. 118 117 * '''Real World Map Realism''' - Random Maps based upon geographical regions where the civilisations of the ancient world lived and 'died'. These will be generated with biome specific-to-location features that replicate (as best we have researched) the look and feel of the world as it existed 2,000 years ago. This provides for further player immersion into the game.