Wednesday, February 22, 2006

Wildfire Games continues to make progress on "0 A.D."

I see the interesting independent game developers' collaboration on a freeware strategy game entitled "0 A.D." continues at Wildfire Games. These passionate developers are also interested in historical articles to enhance their website. If I can find time, I hope to lend them a hand and encourage other ancient history enthusiasts to do the same!
  • Unique Civilisations - In 0 A.D. each civilisation will be unique. They will have unique appearance, units, structures, and technology trees. You are not simply playing carbon copies with a few alterations when you play. Unique civilisations with unique characteristics.
  • Powerful Editor - The Atlas Editor is a feature-complete tool used to design the 0 A.D. World. Atlas gives the end-user unprecedented power, the power to design, edit, and articulate every aspect of the game. Atlas allows you harness the full power of the game engine in every way imaginable.
  • Accurate History - All our content is validated by our History Department to ensure that it is true to source wherever possible (unless it negatively affects gameplay).
  • Citizen Soldiers - There will be no standard villager unit. Instead, regular infantry and cavalry have not only military capabilities, but also economic, making them substantially more versatile than in typical RTS games.
  • Unit Auto Upgrading - Citizen Soldiers will gain experience and automatically gain promotions. With each rank, they become stronger, and don a unique appearance.
  • Units on Structures - Some garrisoned units will be visible on the battlements of structures or the decks of ships, and capable of firing on opponents at range.
  • Realistic Ships - Ship gameplay will include a variety of new features, from a much larger scale, to ship capture, to sea rams, to a modular design that allows catapults to be stationed on the decks, and units to fire from the bows.
  • 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.
  • 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 and his opponents most enjoy.
  • 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.
  • 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 Province can also be surrounded by attrition borders to reduce early rushes.
  • 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.

1 comment:

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