Tuesday, April 17, 2012

VLOG #13

it's been on FB for 24 minutes, i'm sick, and still beat you lot!
http://www.facebook.com/video/video.php?v=389207492548
http://gaspowered.com/kingsandcastles/video-blog-13/|||you're sick, thus you have more time to view the nets making it easier to get ahold of it sooner.
anyway, YAY!|||holy carp! this blog has stuff that people have been screaming for in SupCom since forever.
also;
[WTB:] Brian's concept arts.|||Thanks for the link.|||Wendy's has some bomb chicken nuggets.|||Yes, Wendy's is very good.
Bridges are great! That UI looks a bit like the AoE UI. I assume the circle on the left is the minimap, there are the command buttons to the right, the unit portrait and selection indicators, then special abilities?|||Um..
Castable/destructible bridges sound awesome.. Especially if they can be cast in any appropriate spot.. (could it be?)
Or maybe it's only in specially designated 'bridge spots' on each map like the bridges in World in Conflict?
Either way, it sounds like it should be great for gameplay.|||FunkyKong|||nice! :D, though not my favourite episode
no white shirt though :/|||Yes! buildable and destructable bridges! Finally!
I have faith again. :mrgreen:|||well I'm now interested and concerned by the map design if it requires bridge building.|||I really like the map design, but as Bullet says if it requires bridge building no matter what to get to other parts of the map, I'm a bit concerned.. Looks like it..
But the fact that it isn't just a mirror of itself is already enough to make me smile :)
I know the mp maps are probably gonna be like that anyways, but it's just refreshing to see something different..|||Wendy's?
Image
Yeah, I love it too.

**** yeah! Bridges!|||not too keen on the ui, being all bulky and stereotypical of rts games, but dynamic bridges are a very welcome return to RA1/2 gameplay mechanics. ;)|||re1wind|||i used the supcom 1 beta ui, forget the name, but it was several times more useable than retail supcom, FA, or supcom2 gui's.|||re1wind|||everyone thought the beta-UI-thing was better than the retail one. that's why FA's UI was heavily based off of it.
the comments about Sup2's UI being cleaner and giving more screen real-estate are absolute bollocks compared to FA's UI.|||FA's UI is the best UI I've ever seen.|||In the SupCom2 UI, those buttons and time display on the top right are way too big. The FA UI is not necessarily smaller in size, but many of its components (like the unit mouse-over panel, resource panel) were opaque*, letting players see more of the game map.
*Edit: Whoops, DeadMG must correct me on this one. I meant transparent.|||You mean transparent. Opaque is the not see-through one.
Plus, they disappeared when not in use, which is a fantasticabulous idea.|||I rather liked SupCom 1's mini-ui. The one proposed in that video was a real screen-space hog.|||To be honest, since the guy has absolutely zero art to go on it, it's quite hard for him to make maximal use of the space.|||Mazrix|||Headless

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