Dark, Nod, I know it doesn't work quite the same way the way I outlined. However, the programmer can introduce uncertainties into the movement to somewhat replicate this portion. For instance, in our current first project Interceptor, although you can select or input a distance you wish to travel the program introduces a limited randomness into your move to represent the fact that both you and your enemy's fighter are moving, taking evasive actions, etc. Thus if I choose to move 10,000 meters I might move exactly 10,000 meters, or 8100 meters, or 13,300 meters. As the distance you travel increases, this error increases. If your navigational computer in your fighter gets damaged, this error increases. So I'm aware that while it is not a perfect solution to the problem, I think a three speed select buttons on a keyboard walking game could be done this way with analogous results. By introducing a fatigue mechanic to go with the speeds as well as uncertainty, that would increase the difficulty. It's just something I've never seen in an audiogame myself. Thanks for the correction. It's been years since I played any analog games, and honestly, I couldn't see any of them clearly enough after I was about 7 or 8 to really make out graphics. The ones I played I just played at random for the most part. However, this conversation is interesting because it shows limitations that people regard as insurmountable. Some of them seem very daunting, I'm not so sure about others.
Jeremy -- In the fight between you and the world--back the world! Frank Zapa --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
