realbasic-games
[Top] [All Lists]

Re: Zombie Invasion in 3D!

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Zombie Invasion in 3D!
From: Lars Jensen <larsjensen at rcn dot com>
Date: Sat, 30 Apr 2005 14:46:11 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
> I feel that most people would want to stare at the larger
> graphics on the main map and not stare at a tiny minimap for the
> duration of their game.

I agree that in a turn-taking game it's less of an issue. However, for this
game, I think the presence of "Mission Control"-style information layers
could significantly detract from the atmospherics -- just like the
hit/movement point displays. I would challenge you to address this in a more
game-appropriate way than by just throwing displays at it...you're not a
cyborg or a NORAD employee, you're a guy in a field with a pitchfork!

(OK, technically, you're a bunch of guys in a field, which necessarily means
that your perspective is artificially enhanced, as in any board game. But
you see what I mean...)

On the other hand, if the purpose of this is just to provide an extended RB
code example, then maybe all that doesn't matter.

> For Zombies, I don't think we have the same problems at this point as I
> mentioned above, so perhaps allowing a camera to zoom way back isn't as much
> of an issue.

I agree, particularly with the recent Quesa improvements.

It is of course a designer's perogative to limit how sketchy the view is
allowed to get. I just don't want designers to let themselves off the hook
too easily. "World too big? Oh, just add some fog, make some walls, or point
the camera down, problem solved." Sure, if you like being in fog, indoors,
or looking at the ground all the time...I like a little elbow room myself.

In Pirates (a beautiful game fatally flawed by repetitive play) you spend
most of the time looking down, but when appropriate you can also hit a key
and drop the camera for a more first-person view, in which distant ports
fade away into the background. Fighting is tougher this way, but when you're
on a longer voyage, it's a really nice change of pace. See a ship? Hit the
key again and run out yer guns...

In Driver, there are cheat codes that let your car approach aircraft speeds,
and create collisions that let you hurl far over the city. You can see that
the buildings have no tops, and that the skybox isn't connected to the
ground. The designers might be appalled, but it's still a hoot, and lets me
extend the play value of the bame by inventing new challenges they didn't
anticipate (like, can I run up the hill, jump over the park, and make it
between the buildings on the other side?).

lj
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>

<Prev in Thread] Current Thread [Next in Thread>