If technical obstacles are not too great, I would love to see wasd as an option. It's something a lot of games are familiar with to the point of being second nature. It's nice when I'm being lazy and don't want to keep clicking because I can just hold the buttons down. As for gamepad support, why not? Demigod (at least what we've seen so far of it) would likely work very well on a console control scheme, since it's fairly minimalist. I'm looking forward to th
LOLCHRIST
x1950 pro is working for me with driver version 8.522.0.0. Haven't tried any others.
What is flag locking?
I'm a bit torn on this. On the one hand simplicity probably helps with learning and playing the games, and means less resources going to modelling and animating new units (I suspect this last point will win out). On the other hand, I can picture in my mind the creeps having a big interesting battle all by themselves as a result of simple programmed behaviours interacting. This happens to some extent already: the angels circle and swoop, the archers hang back and pepper peo
Plain old +damage items are nice for Regulus since his attack isn't that high to start with. Particularly the +200 gloves if you can afford them.
Hmm, maybe the Queen of Thorns could use vines to pull an opponent towards her, and hopefully towards her creeps.
"Because it's a waste of trees. Saving the planet > manual IMO." Planting a tree and letting it die naturally means that it takes in carbon dioxide from the atmosphere and then releases it as it rots. Chopping it down in its prime and making paper from it locks up that carbon. Save the planet: print more manuals.
"Oomiegoo" = Oh my God? Would be very interested to see more of the principles of UI design.
Rook has to give away some of its health bar to create the wall, with it being returned empty when the wall is destroyed? Or they share health?
There is the performance issue there though. All those projectiles following accurate real-time flight paths in SupCom stopped a lot of people from playing. (To be fair, I expect AI for thousands of units had a role there there too.)
Ok, having read the dev diaries, the devs do want this to be a competition game, whoops.
I like this idea a lot. Is having a tree necessary though? Why not let people add one of each power-up at each price point? Or are there particular cheesy combos that need to be prevented?
In another thread someone had the idea of redoing items as gems (runes, orbs or sigils would do nicely too I expect). These could then be represented graphically without ruining the flavour of the character. Although it could turn everything into a MMORPG style glowfest I suppose.
There seems to be an assumption that people want Demigod to be a competition game. Have the developers stated this anywhere? Are people generally in favour of this? Because personally, I don't care about competitive play, and I'm pretty sure most of the people I know aren't that bothered either. It'd be nice if it were fun for teams, but leagues and tournaments? Don't care. In fact, I'm pretty sure that most people who play Demigod won't even play
Do they still have the projectile physics from Supreme Commander in the engine for Demigod? If so, I think an accuracy stat combined with big, slow units being easier to hit would be a more interesting alternative to damage types.
I have played 4 games, 1280x1024. Looked very good, played smoothly, no stability problems: Q6600 4gb Ram Radeon x1950pro
I would like for holding middle mouse button to allow rotation and tilt, which is a standard amongst many RTS games and works very well in my opinion. I think demigods should have an icon (player-customizable logo?) floating above their head that indicates friend or foe somehow (coloured circle around the edge?). This could be used for selection and for targetting attacks on. There does not appear to be any indication of auras. I would like to see auras represented
I find it difficult to tell whether a demigod is friend or foe, and also to target one. I think demigods should have an icon (player-customizable logo?) floating above their head that indicates friend or foe somehow (coloured circle around the edge?). This could be used for selection and for targetting attacks on.
I agree with the shopping and skill selection while dead, would be very useful. Actually I don't like having physical shops on the map at all, I find it a bit fiddly. I would prefer it to be a page you can bring up like skill selection. To stop people from just buying use items mid-battle, it should probably only be enabled while dead or while healing.
[quote]Wish I was. Its not worth $45 for a low frame rate and low graphics... I'll definitely get Demigod when I get a new computer (whether thats another beta, like sins had a few, or if its the final release).[/quote] I asked about this over on the Stardock/Galciv forums a while back, and they said that Gas Powered had said that he said that she said that this game is going to run a lot faster than Supreme Commander did. I'm guessing this is some combination of them tweaking