类似于帝国时代的开源即时战略游戏




OAD宣传片:

http://v.youku.com/v_show/id_XNDIzODg4NzQ4.html

http://v.youku.com/v_show/id_XNDIzODg4MTE2.html

http://v.youku.com/v_show/id_XNDIzODg2ODk2.html

此即时战略游戏名为OAD,类似于帝国时代,为开源免费性质.另外,此游戏拥有有级缩方功能;三经济系统,分别为食物,木材,矿石;阵营目前有三四个左右
OAD英文简介:
0 A.D. (pronounced “zero ey-dee”) is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. In short, it is a historically-based war/economy game that allows players to relive or rewrite the history of Western civilizations, focusing on the years between 500 B.C. and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D graphics, detailed artwork, sound, and a flexible and powerful custom-built game engine.
The game has been in development by Wildfire Games (WFG), a group of volunteer, hobbyist game developers, since 2001. The code and data are available under the GPL license, and the art, sound and documentation are available under CC-BY-SA. In short, we consider 0 A.D. an an educational celebration of game development and ancient history.
Top features - Technical
The engine core is written in C++ for performance, but the scripting language, javascript, is what we try to write as much in as possible.
Rendering: OpenGL with shaders
Libraries used: OpenAL, OpenGL, Boost, Crypto++, CxxTest, DevIL, SDL, SpiderMonkey, Vorbis, wxWidgets, Xerces
Operating Systems:
Windows 2000, XP, 2003, XP64, Vista
Linux
Mac OS X
System Requirements: 1 GHz CPU, modern graphics card (GeForce 3 at minimum), 512 MB RAM
Tools used: Visual Studio, g++, CppDoc, COLLADA, Debugging and Profiling tools included

Graphics
OpenGL-based rendering engine with shaders
Hierarchal skeletal animation and deformation system based on COLLADA
Fancy animated water with refraction, reflection
Realistic shadows
Particle effects
Environmental lighting effects (time of day, sunset)
Flexible terrain renderer that uses alpha maps to seamlessly blend terrain

Gameplay
Unique civilizations: In 0 A.D. each civilization will be unique in its appearance, units, structures, and technology trees.
Citizen soldiers: There will be no standard villager unit. Instead, regular infantry and cavalry have not only military capabilities, but also economic, making them substantially more versatile than in typical RTS games.
Unit auto-upgrading: Citizen Soldiers will gain experience and automatically gain promotions. With each rank, they become stronger, and don a unique appearance but also get gradually worse at civilian tasks.
Units on structures and ships: Gone are the days of units disappearing into buildings and transport ships. Some garrisoned units will be visible on the battlements of structures or the decks of ships, and capable of firing on opponents at range.
Realistic naval warfare: No more tiny ships sinking other ships with arrows. Ship gameplay will include a variety of new features in RTS games, like much larger ship sizes, ship capture, sea rams, and a modular design that allows catapults to be stationed on the decks, and units to fire from the bows.
Choices, choices, and more choices: Technology trees branch out in a pair-based hierarchy. For example, when you are given the option of techs 1A and 1B and you choose 1A to research, 1B is no longer available. Some of the techs that are higher up on the tech ladder will require that tech 1A is done, while others will require tech 1B. This adds a level of strategy and ‘randomness’ to picking your techs, as availability of higher level techs will depend on your choices earlier in the game. Similar choices are available with unit formations and battle tactics.
Provinces and territories: In some game types, the map is subdivided into provinces that must be captured and annexed into a player’s territory in order to reap their valuable resources and construct forward bases in these areas. If the host wishes, a player’s starting province can also be surrounded by attrition borders to reduce early rushes.
Real world map realism: Random maps are based upon geographical regions where the civilizations of the ancient world lived. These will be generated with biome specific-to-location features that replicate the look and feel of the world as it existed 2,000 years ago: flora, fauna and terrain.

Miscellaneous
Multiplayer networking: Peer to peer, no central server.
Includes a level editor (Atlas) integrated with the Pyrogenesis engine.
Extreme moddability: WFG started out as a game modification team, and true to our heritage and the FOSS philosophy, we believe being able to tinker with a game contributes to lasting fun and learning. Aspects of the game like game logic, artwork, and data can be tweaked with tools or by modifying XML and javascript files to totally change the game.

现有阵营:
罗马共和国,迦太基帝国,凯尔特部落,希腊诸国,伊比利亚部落,波斯帝国
将要加入未来版本的阵营:
德意志帝国,汪达尔人,萨尔马提亚,晚期罗马共和国,罗马帝国,东罗马帝国,撒克逊人,帕提亚人,匈奴人,达契亚人,哥特人等
OAD官网:
http://wildfiregames.com/0ad/
OAD游戏菜单截图:


OAD游戏截图:



OAD地图编辑器制作地图效果图:
由于我接触这个开源即时战略游戏还没几天,所以使用其地图编辑器勉强制作出的下图.

宣传片太烂…

能有这样就不错了!

我的意思是构图之类的地方
对了,当年横扫的开场动画哪里有?

能玩了吗?

可以,上官网找下载!

这是野火出品的吗??

画面比帝国好一些。