RE: [GD-Design] Action game and 'sandboxes'
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From: Tom F. <to...@mu...> - 2002-03-13 10:47:13
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Yes, just do a 2D top-down version of the game. If you really need 3D (e.g. jumping puzzles, do an isometric version). Very quick, very simple. Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Awen Limbourg [mailto:ali...@ed...] > Sent: 13 March 2002 09:02 > To: 'Gamedevlists-Design@Lists. Sourceforge. Net' > Subject: [GD-Design] Action game and 'sandboxes' > > > Hello to you all out there, > > It's a technician inquiry: > > I'm presently working on a platform game, a-la-Jack&Dexter: > has any of you > succeeded with quickly prototyping such a kind of concept and > game rules, > without waiting for the loud technical artillery ? > I remember a conference where Peter Molyneux explained that > he worked on a > very old-almost-2D version of its (Populous ?) engine as a > sandbox to build > 'Black&White'. The benefits and feasibility is ok for a Rts > game. It's more > blurry with action game, where quick interactivity and > adrenalin punches > seem to rule. > Anyway, are you (designers) living well with untested unclear > unsure arcade > game situations until 'it's done' in the game ('glp. ok, it > fells horrible > to play, but i have many other marvelous idea, let's throw > this away & let's > do it in another manner' -> hainous glance from technicians) ??? > Or do you force yourself to sandbox these marvelous ideas ? And How ? > > Thank you for reading me, > > Awen > > > > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=556 > |