On 5/30/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Quick question before this battery runs out: what would you want to be
able to do in a village in this primitive island world, if the village is
abstracted as a menu but the individual random tribesmen have names and
hopefully some kind of
In a message of Tue, 29 May 2007 18:28:14 PDT, Dave LeCompte (really) writes:
There was a recent interview with Ubisoft's Clint Hocking at gamasutra.com
where he discusses exploration in RPGs (think Oblivion):
http://www.gamasutra.com/features/20070514/ruberg_01.shtml
In particular, he says:
I
Ethan Glasser-Camp wrote:
I'm interested in the curious use case Kris posts -- checking for
object identity as part of a sea adventure? I can only imagine. :)
Heh! About that...
http://kschnee.xepher.net/code/070521ShiningSeaDemo.zip
This is a demo release from a few days ago. It's got the
One thing that has worked when you have built a lot of nice
world to explore, but no particular reason for gamers to
_want_ to explore it, is to build some sort of commerce system
when you earn gold/credits/conch shells for transporting things
from places where they are common to places where they
On Tue, May 29, 2007 10:27 pm, Ethan Glasser-Camp wrote:
I can't play your demo because I'm running Linux. But I like games
where you can explore and discover things. I'm not sure procedurally
generating them is the way to go, though. It reminds me of Daggerfall,
which was sort of fun, but