>Anyway, first order of business the game certainly would have to be sort
>of turn based.  I couldn't imagine doing all this in real time, but I
>suppose with allot of hard work it could be done, but you would have to
>have AI characters all over the place. Heavy CPU processing for this
>games AI alone. Another reason for going turn based. Real time would eat
>processing power like mad.

If I find I absolutely have to do that, I will, but I do want the 
flavor of having to make real-time decisions, then having a unit's 
effectiveness and placement determine how long it takes to implement 
the orders.  If I do go the turn-based route, it would simplify these 
calculations.

One thing I did not mention in my previous post, is that I intend to 
use sound to paint the battlefield.  When there is musketry on the 
right, the commander will hear it.  When there are cannon going off 
near the HQ, you'll be right there in the thick of the action.  You 
will be able to lose staff officers, which will hamper your ability 
to control your units beyond your own voice.

As for the programming end of things, yes it will take me a while to 
get back up to speed, but I am quite comfortable with all the basic 
data structures, it's simply learning how to use the Windows API and 
Direct X that will be the biggest chore.  That and finding a freeware 
compiler I can use, since my budget is currently exactly 0 for this effort.

         Chris Bartlett



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