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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Weapons
Title: Weapons ============================================================ A personal trainer for your email inbox, My Topica's free newsletter management system provides total email conditioning thru archives, organizers, and options. http://click.topica.com/aaabDlbUrGczbU68iFb/register ============================================================ Sorry about the html tags. This one should be in plain text. /***********************************/ 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 ____________________________________________________________ T O P I C A -- Learn More. Surf Less. Newsletters, Tips and Discussions on Topics You Choose. http://www.topica.com/partner/tag01
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