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Freeciv WebGL 3D Development Status Update (freeciv.org)
111 points by roschdal on March 25, 2017 | hide | past | favorite | 13 comments




When is this code from?!

I haven't seen someone use the Java servlet API "raw" (outside of examples) in nearly 20 years.


I have switched to hashing with SHA-512 now. Thanks!


Hi! What do you think of the new version of Freeciv WebGL 3D? I'm always interested in feedback to improve the game. Thanks!


You should try to get some UX designers involved with the game's UI and controls. It's very confusing, nothing works like you'd expect from a Civilization-like game (left click to select a unit, right click to move? nope).

Also, the camera kind of got into "drunk mode" (slowly pivoting and rotating in arbitrary directions). It should be fixed at a constant angle, with the possibility to translate the camera with arrow keys (like in Sid Meier's Civilization).


It's impressive work certainly, the graphics clearly need work though. Add a skybox and some lighting effects and it'll already look a ton better. Trees and buildings are the next offender.

Good luck.


I think this is an awesome project. Please don't let the constructive feedback from others make you feel discouraged on unappreciated. This is fantastic!


lots of the comments here are in the "make a free version of Sid Meier's Civilization" fashion. I'd say you should look at your game and tell us what makes it different and unique aside from being Open Source.

First off, an Open Source game shouldn't look bad. I know it's a work of love and not a AAA game, but aspects of the game art can perfectly be improved, I'm a supporter of the less is more trend, and I love games that can deliver even when they use colors and shadows instead of cheap textures.


- Unit portraits could have a rasterized version of the 3d unit.

- Could try other font faces, there are many now available (e.g: webfonts) that could improve the UX.


Is it even useful for gameplay to have a low-angle perspective as shown in the screenshot? It seems more useful to have the usual Civ perspective, mostly from the top, and isometric.


I don't see the need for 3D at all. Civ is "naturally" a 2D game; the shift to 3D added nothing and IMO removed a lot. I racked up hundreds of hours in Civ 2; I'm not sure I bothered to finish more than one game in Civ 3, or even one in any of its successors.

The key graphical challenge a Civ-type game faces is conveying a lot of information quickly and clearly. 2D bitmaps are ideal for that, because sprites, tiles etc can be optimised for legibility and distinctiveness, and the fact that things are always seen from the same angle makes them consistent. All of those benefits are lost in 3D.


Civilization III was 2D as well. I agree with you though, there was something lost in the transition to 3D. Performance reasons alone is compelling argument to stick with 2D (turn wait times in Civ 5 were ridiculous). Not to mention that it's easier to create 2D art, so any mods that people created were of higher quality. There were some pretty good terrain packs for Civ 3 (for instance, http://www.civfanatics.net/downloads/civ3/modpack/Womoks_Gre...)


I think the civ5 wait times were more about AI than graphics.




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