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Re: Weapons



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At 07:21 AM 3/20/01 -0800, you wrote:
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>------------------------------------------------------------  Grant writes
>about engineering features, including primary and secondary weapons.....  
>A large ship might have large guns, for taking out other large ships,
>planets, etc. It might also have point defenses and single seat fighters to
>deal with smaller defensive/offensive operations. This is pretty much the
>Death Star scenario from the Star Wars movies, and many others.  My
>question (somewhat rhetorical) is what's the threshold for letting the
>player control the game, without overwhelming him with too much to learn.
>Is the target audience the mass market, or just the most dedicated gamer?  
>I'm already thinking in terms of OpenGL implementation, and yes, I know,
>the requirements and specifications documents should come first. Still,
>maybe a view screen with a cannon that only fires straight ahead, with the
>ability to fire at a ship passing from left to right (and explode if hit)
>would be a good proof of concept sort of start. From there, it might be
>easier to organize people to contribute specific classes to attach
>subsequent features to core modules.  Randy  
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Hi - could u please repost this in text-only mode? I'd like to be able to
reply, and as u can see from the above, Eudora is not happy with embedded
HTML.

TIA - grant

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  • Follow-Ups:
    • Using VC++
      • From: grant hallman <unilogic@primus.ca>
  • References:
    • Weapons
      • From: "Bone, Randy" <rbone@sumaria.com>