Animation: idle, sail (up to 40 frames each for realistic movement in water).At this time, only one large ship style is needed for each tribe. This is the completed ship in the water and ready to sail to parts unknown (or known). Graphics DevelopmentĮach tribe requires graphics/animation for a: Ship, Shipyard, Shipwright, Ship Construction and Port. It should turn into a military-site-like object once it arrives, able to attack any enemy military sites that lay claim to any of the port fields, but of course the expedition ship can also be attacked by the enemy. A military expedition can be started by clicking on a port location on enemy territory (even when there is no port there), and a ship with soldiers will start moving. Once the new port is built, transportation between it and other existing ports begins automatically as needed.Meanwhile, the colonization ship is free to do anything else, such as start a new expedition/colonization, or transport wares between existing ports.Otherwise, some area around the port becomes occupied by the player and a construction site for a new port begins.If the spot is occupied by another player when the colonization ship arrives, the attempt is aborted and the ship returns to one of the player's ports.Building materials for a port and a builder are automatically collected in one of the player's ports, and a ship will come to bring them to the anchoring location.The player decides to attempt to colonize an island by clicking on that overlay and selecting the colonization button in the resulting field action window.After discovering a place where a port may be built, that spot is clearly marked by an overlay, even when the spot is under Fog of War.The player stops the expedition by clicking on the ship and pressing the appropriate button the ship will return any worker (e.g.The expedition does not stop when a port is discovered however, ports are clearly marked using an overlay (e.g.The player receives a notification when the expedition starts and whenever the expedition discovers a port.The player can click on the ship to change its direction of exploration to one of the six major directions.The expedition ship choose a direction automatically and follows it along a straight line unless a previously undiscovered shoreline is detected shorelines are followed automatically.The expedition starts automatically and sets sail into undiscovered territory.Some wares and workers (Scout and Food?) get ready inside the port and wait for the ship to be built and arrive.Player clicks on the port building and then on the "Send Expedition" button.Player builds a port there and a shipyard next to it which is set up to produce ships (How?).Player notices that she can build a port near to her headquarters (this is indicated by a buildhelp icon).A carrier with a row boat occupies the water way and thereby provides a short-cut across the river.Player clicks on the flag and chooses the "Build water way" button to build a "water road" across the river, just like building a regular road.Player builds a flag on the shore of one of the rivers.Player builds a shipyard and sets it up to produce rowboats (How?).Player notices that her territory is cut by long river-like pieces of water.Here are some typical use case stories for seafaring. This blueprint is meant to document design decisions and provide a step by step implementation guideline for these features. Ships that can be used to discover, settle, and attack islands (or other parts of a large continent) across the ocean.Rowing boats that are used on "water roads" to transport wares across small rivers.Seafaring consists of two separate transportation features that are almost entirely separate:
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