This week I'm not working, last session week. After that - back to Blender.
Shoutbox archive
@RaptorParkowsky Seeing the word "diversity" on this forum used in a context not related to the competition looks... a bit weird
https://www.youtube.com/watch?v=HgzxrwXHCoU - Where are all that practical special effects that I saw in the cinema? D:
Yes, I agree. But in GOLD, we must stick with the design we have and the best way we can improve it is by improving CBOT and its importance in the game. Yet some people sometimes deny that.
It's 2016, if potential Colobot 2 is supposed to be anything serious it NEEDS to be better in certain aspects, not only at programming. Making good game based only on programming is just unreal
All I'm trying to do is to find any strong point of Colobot aside of programming, for future reference
I don't know what it is about clapping, I was always saying that Colobot without programming is worthless. The only conclusion I can see from those discussions is that Colobot was designed around CBOT, no matter from which perspective we look at it.
BTW Starcraft is arguably a bad strategic game too, since reflexes are more important than strategy... The only way you can win in SC is to learn already invented tactics by heart and execute them as fast as possible depending on the situation. Warcraft is a much better example, it relies more on unit mangament during battles than just Attack-Move.
And at the end, keyboard and mouse (and pad, and touch, and blink, and whatever new gen control is) input could be added to CBot
I want to point out that I'm not against bird's eye view, as much as I am against mouse steering
I think we should concentrate on extending Colobot's programmability. If we could program pretty much everything in Colobot, it would be possible to add new types of buildings and other entities in new maps.
If you set your creep and forget it in Starcraft, you're playing it wrong. Also, you got much more things to worry about, not only a bunch of buildings and robots., so it's only natural that some actions are a little automated. If Colobot was as complicated, the top view wouldn't hurt it, quite the opposite. Also, quick reflexes don't help much if you can use only mouse for most actions.
Exactly. This is why we can't simply compare Colobot and Starcraft. They are completely different types of games. They might share some mechanics, but that doesn't change much. Colobot is more or less an engine on its own, giving you ability to do stuff your way. Starcraft doesn't offer that much flexibility.
Classification of this game is in general fancy. I guess it's RTS because you theoretically need to plan and manage multiple bots, resources, defenses, all at once and programming bots is just another way to do it, next to classic point and click
It might be, but that could actually defeat whole purpose of programming as fast reflexes would be better alternative in most cases
You know what would be fun? If we added RTS-like view and control. View from the top, at some angle, and control by clicking units and terrain. Then we could call Colobot true RTS. Because so far its third person view and manual/programmable controls don't really look like something that exists in typical RTS games.