I like the vehicle idea -- I really do. I can't imagine it being that
hard to implement, so I'll stick it in the design doc. As to the
period-limiting option, I think we could set up a few rules for which
weapons go with which maps (i.e. each weapon, each map, each object, has a
"period" that it fits in, and all the periods have to work together).
Hmm, that doesn't sound entirely clear. I'm afraid I'm braindead, after
thirteen-odd hours of debating at Model UN yesterday and Thursday. Once I
recover, I'll write a more understandable explanation. But yes, it's a
good idea. As to the multiple characters (groups), I forgot to put that
in the design document. We need to decide whether or not it's such a good
idea for our game. It would be nice, yes. If we decide to, then I'll put
it in.
Later,
Ben
--
"The ultimate measure of a man is not where he stands in moments of comfort
and convenience, but where he stands at times of challenge and controversy."
-- Martin Luther King, Jr.
On Thu, 10 Feb 2000, Tom O. wrote:
> Since we are going for a modern/science fiction/fantasy arena type game, I
> would suggest allowing the player to ride animals drive vehicles. We can
> have tanks, cars, horses, dragons, etc. It would not be too difficult to
> integrate into the game, and would add much to gameplay.
> Also, would it be possible to have an option that would limit the time
> period of a game? An example would be Ancient/Modern/Future, with each time
> period having its own objects and player classes. This way, there won't be
> such an imbalance between weapons and objects, ie. the sword and daggers
> won't have to compete with the bazookas and laser rifles because they are
> from different periods.
> One question, are we still going to have multiple character per players, or
> just one?
>
>
> Tom (Oberon)
>
>
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