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From: stupidjerk <stu...@ma...> - 2001-01-24 21:29:09
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it seems to me that there's two types of people out there. 1. the kind that want to keep marathon the same. 2. the kind that want to add tons of features to make the game more enjoyable. personally, i think i'm with the number 2's. i thought, at first, that the point of the aleph team was to make the game better, not to see how much we can keep it the same. sadly, though, i think most of the people on this list tend to be 1's. the reason why i think this sucks is because aleph one could turn into such a diverse game engine, where die hard marathoners could make a true marathon-style adventure, whereas others can make the same, or branch off into something totally different. the argument here is "but we just want to keep it as marathon, not turn it into quake!" well, it'll hardly be quake. as long as the scenario designer puts in a good story (or any story at all), it won't be quake. you all say "Why?" when it comes to putting in new features, i say "Well why the hell not?" will it ruin YOUR die-hard marathon experience? no, because the game will be completely customizable. you will make your scenario true to marathon, with sprites and all, with awesome story, you guys know who you are. but then there's some of us who loved the marathon engine who would love to see total improvement and awesome expandability. so if we can keep it as "either/or", who cares what features are added? nobody's invading into your own marathon universe. use it if you like, don't use it if you hate it. well the bottom line is that it's solely up to the developers, so if the developers all say "NO, SHUT UP!" to jumping, then hey, do it yourself or find someone else to do it. if one of the developers decides that the main character be a gliding piece of poo, then hey, LIVE WITH IT. if you're not a developer, do what i do, and sit in the sidelines. and on a side note, i've made a player model of 171 vertices and 326 triangles (faces). does anyone have a clue wether that's enough, too much, too low (it does look kinda funky at parts). if anyone does know, let me know if i should totally redo it. it won't be a problem if i have to, it only took me a few hours to do it. thanks dudes. > From: "Tony Smith" <ton...@th...> > Date: Wed, 24 Jan 2001 11:21:52 -0000 > To: <mar...@li...> > Subject: [M-dev]Re: True aim of marathon > > The key is to build a solid, flexible scripting system that lets inventive > coders tailor their scenarios to their own style. > > The rest is just engine building - creating a graphics and physics > subsystems that respond to customisation through scripting. > > IMHO, in other words, developers should focus on hard-coding as little as > possible and opening as much to the scripting system as they can. > > So, if you want you can set up a script to control the effect of falling, > you can. If you want to build sections of a map that are *totally* black > (ie. you need infravision), you can. Etc. Etc. > > From the little I've seen of AlephOne so far - only came across it last > week - it's moving in the right direction. > > All we need to do now is hook in the open source Quake 1 graphics engine and > we're away. Quake graphics + Marathon gameplay = Wow! :-) > > Tony Smith > > [Scenario dude: Origin of Species, Rescue Bob! etc.] > > > > > > > _______________________________________________ > Marathon-devel mailing list > Mar...@li... > http://lists.sourceforge.net/lists/listinfo/marathon-devel |