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Re: [glob2-devel] Gameplay guidelines
From: |
Stephane Magnenat |
Subject: |
Re: [glob2-devel] Gameplay guidelines |
Date: |
Sat, 10 Sep 2005 21:46:48 +0200 |
User-agent: |
KMail/1.8.2 |
Hi everyone,
I'm very happy about those discussions, because they make the game live. Let
me add some hints:
* One of the core idea behind glob2 was to have more strategy by having a
dynamic environment and much less micro-managment. I think this key concept
is important. Bases building is critical and is clearly part of the fun.
* Ideally, and it is what we tried to achieve by the war/conversion/prestige
concept, there is several strategy leading to victory and not only war. Of
course, even without war the game is competitive. Nevertheless, with a better
scripting there could be interesting player vs environment scenarios.
* A team has lost when it is mathematically not able to recover. So glob2 will
make loose a team if it has units in an inn surrounded by wheat.
* Explorers behavours should be fixed in latest CVS, they should eat and heal
as any other unit.
Thanks, have fun,
Steph
--
http://nct.ysagoon.com
- [glob2-devel] Gameplay guidelines, Andrew Sayers, 2005/09/07
- Re: [glob2-devel] Gameplay guidelines, Eli, 2005/09/07
- Re: [glob2-devel] Gameplay guidelines, Andrew Sayers, 2005/09/09
- Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines), Stephane Magnenat, 2005/09/13
- Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines), Eli, 2005/09/13
- Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines), Andrew Sayers, 2005/09/14
- Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines), Eli, 2005/09/14
- Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines), Andrew Sayers, 2005/09/15
- Re: Prestige and Fruit (was Re: [glob2-devel] Gameplay guidelines), Leo Wandersleb, 2005/09/14