Hmmm. Yeah I can totally see your problem. How about this. A jedi knite
would have the ability to see using the force what's around him and above
and below him. So taking this into account why not have the ability to use
the force to determine that. In the same way that you would lets say use a
ping from a sonar in lw the force can tell a jedi what's around him. So for
example. Just like a sighted gamer would do, you can look round a room or
area when you enter it. Of course you would have to train your jedi senses
further to be able to better accurately determine where your enemy is. Have
you thought of something like that?

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: 01 October 2007 20:35
To: Gamers Discussion list
Subject: Re: [Audyssey] game perspectives was Electronic Arts games


Hi Darren,
I was experimenting with the possibility of doing a full 3D environment 
for my Star Wars game similar to the Star Wars FPS games, but found out 
early on it is not only more difficult to code, but just as equally 
difficult to play. Not impossible, but would have a difficult learning 
curve.
For example, if a storm trooper is on the catwalk above you you'd have 
to push the page up to have the character look up, and then throw the 
detonator up at the trooper, or aim your rifle up at the trooper and fire.
Other aspects of those games have tricky puzzle elements as well. For 
example you might want to get into the ships bridge. You can't get 
through the door so you have to climb up a pipe to a grate, cut it open, 
crawl through a duct, cut a hole in the floor, and force jump through 
right onto the Imperial officers, and light saber them into chip chopped 
ham.
I would love to do this in a game, but it is very difficult to transfer 
to the end gamer by sound alone how to solve a puzzle like that.


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