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Re: flying with even less realism :)

To: <realbasic-games at lists dot realsoftware dot com>
Subject: Re: flying with even less realism :)
From: "Robert Ward" <r dot ward at bangor dot ac dot uk>
Date: Fri, 1 Oct 2004 09:33:47 +0100
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20041001053141 dot 0C6DE4A6CA3 at lists dot realsoftware dot com>
>   3b. Point at something with your cursor, and press a different 
>button to mark it as the destination.  If this is something that 
>moves, like an enemy ship, then your ship will automatically attempt 
>to follow it.  If it's something like a gap in a structure, your ship 
>will fly through it (turning itself sideways if necessary to fit, 
>etc.).

In terms of gameplay, I think this would have the feel of something like
a futuristic space combat, where you've got some intelligent AI in your
ship. I don't know if that kind of gameplay, where you frequently aren't
"flying" the plane, might be a barrier to feeling like you're some kind
of WWII dogfighting ace. 

It seems to me you're saying that you want exciting manuevers to be
(relatively) easy to execute. And I think that was the original spark for
this game. It seems to me that could still be accomplished in the flight
model, as it were, the world allows the plane to do things that would
normally be difficult or impossible without lots of advanced coordination
of control surfaces or hi-tech equipment. e.g. high rates of climb, tight
turning, loops, rolls, etc.

I think less drastic to the gameplay would be an automatic gunner rather
than automatic pilot. I could imagine that as I fly, a cursor indicating
the target moves about on the screen, tracking a (selected) enemy. That
might not break the suspension of disbelief that I am a hot-shot pilot.
Rob



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