quote: Hunter is definitely a model with such an issue |
Fixed.
quote: This is a thread for gathering problems with ZKs current look-and-feel in the hopes that some of them might be solvable with a small mount of work. |
This is now a thread where i tell you how to fix that.
Most other things mentioned above fall into one of four categories:
1) Things that require new models. Historically ZK has low mana for modelling, especially when off-peak (when the model doesn't come with a fancy thing-doer unit upgrade). In
dyth68's list that's Buoy and Crab; in
raaar's list that's Gauss.
Low probability of ever getting fixed due to high amount of effort required (do prove me wrong!). Full model replacements also needs some discussion because it will often impact balance.
2) Things that can plausibly be achieved with unit model modifications without requiring a full model replacement. Mostly unit cannons. Ravager, Minotaur, Badger, etc. Requires minimal knowledge of 3d work and some acquisition of skill with Spring's 3d asset workflow, very doable for a beginner contributor. Very easy to get approved because of zero non-aesthetic consequences.
3) Particle effects. Explosions, trails, projectile graphics. Tons of low-effect, but fairly low-difficulty work. Most of difficulty comes from reading up what's on the table wrt Spring's weapondef parameter, and the
CEG language. But many of
CEG effects can be copied etc. Again, no effects besides aesthetics (and maybe performance) = easy to get approved.
4) Things that require balance changes or significant code work. Hard to do, hard to get approved. E.g. "Thug needs to do more damage" or "it would be cool to have modern GPU particles instead of
CEG".
TL;DR get your working copy dirty and start racking up commit count, respect and privilege with things that are easy to learn (minor model modifications and particles) and which you want to do but noone else will.