Re: [DM-dev] Make it more modular
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From: Selena W. <se...@al...> - 2001-04-03 15:41:27
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>>... I think the dungeons really shine on very large maps. You
>>should consider writing a demo aplication that can sensibly be played on
>>450x450 maps or so.
>What do you think about a game where all you do is run through the maze,
>trying to score a record time?
Could be cool. But scoring should be on more than one map, or you'd get a
high score on a lucky map that you can never beat, except with an even
luckier map. So maybe you have to run through each one of ten types of
dungeons, each randomly created fresh, for the score that really counts? But
what about putting in really simple monsters, Pacman-like? That just run
around stupidly, and that you have to avoid? Or maybe with some wacky AI
that is hard to predict?? Imagine you have to run like hell, keep locally
out of the way of monsters, and look globally for possible paths to the
exit? That could be a neat challenge.
>>The void liberates you from all conceptual views
>> ...but if you conceptualize the void...
>Yeah, what then?
Then you may (or may not) be in even deeper doodoo than if you had never
heard about the void.
Selena
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The void liberates you from all conceptual views
...but if you conceptualize the void...
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