This needs to be chiseled on a tablet somewhere.
Lessons learned while developing Age of Empires 1 Definitive Edition
11–20 of 69 posts
Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#12Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#13I'm surprised they decided to modify the old code, I expected them to make a clean start and re-create the original experience from there.
Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#14It's a pity they aren't releasing on Steam though. Most players aren't going to buy the game from the Win10 store.
Why not? A MS account is not uncommon.
Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#15Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#16Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#17Earlier quoted context omitted.
Why not? A MS account is not uncommon.
Literally never used the MS Store
Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#18Considering their focus on preserving even minute details of game dynamics... I wish they'd made an exception for pathfinding - the algorithm in the original AoE is extremely bad.
In particular, I really wish they'd introduce some improved ways to command groups of units. IIRC the Rise of Rome expansion introduced double-click group selection of all similar units, so it's not without precedent. If they change nothing else, my number one wish would be formations like in AoE II. I can't stand the way units just swarm like ants when told to move together.
Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#19https://www.geek.com/games/why-gandhi-is-always-a-warmongeri...
Re: Lessons learned while developing Age of Empires 1 Definitive Edition
#20Love reading gamedev post-mortems such as these ;) Although what author discusses is specific to Age1 engine. Time sync in webrtc peer networks encounters many of the same pitfalls. With errors tending to propagate non-linearly as more peers (and more complex scene objects) are added. ThreeNetwork - Network sync library for Three.js https://github.com/takahirox/ThreeNetwork