Hi Dark,
You can adjust several factors when aiming at an opponent.
1 is the size of the opponent and the closer you get to them, the more 
degrees of area that opponent will take up.
2, the width of your hit area or the radius that will be affected by your 
weapon.
In the Sarah game, your wand is really a shotgun that sprays in a 180 degree 
arc to affect everything in front of you.
3. if your weapon uses arching or straight line projectiles.
With an arching weapon, it goes up and then comes down and affects a radius 
at the point of impact.
With a straight line weapon, it affects anything from you to the point it 
either hits a wall or some creature.
This is how I have your wand behave.

Another calculation is pick up radius.
When you get near an object many games automatically pick up objects if they 
are within a specific radius.
In Sarah it is a circle with a 5 foot radius or 10 foot diameter around you.
This can be changed based on where you are and what scale the map is drawn 
in.
Entering some rooms I reduce your foot step distance in half along with all 
the creatures footsteps so you only move half the distance you move in a 
corridor, thus making the room feel twice as large as it really is.
phil

----- Original Message ----- 
From: "Dark" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, February 20, 2008 6:07 PM
Subject: Re: [Audyssey] 3D Games was Poll results


> I'm just wondering, would you also have to alter the size of the objects
> relative to the turns of the character, ----- sinse obviously it's harder
> for a character with a larger amount of turn per press to precisely aligne
> their path to small objects.
>
> I only say this because another thing that's quite often happened to me in
> Monkey business, is that I'll have an object centered, get the "close
> object" warning, and end up walking passed it, ---- of course this could
> always be my awful navigation skills, but I haven't noticed it happening 
> in
> any of the gma engine games.
>
> Beware the Grue!
>
> Dark.
> ----- Original Message ----- 
> From: "Phil Vlasak" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, February 20, 2008 4:36 PM
> Subject: Re: [Audyssey] 3D Games was Poll results
>
>
>> Hi Tom,
>> One other factor in 3d game is the distance to turn using an arrow key.
>> the Sarah game turns 15 degrees per hit so 3 hits turns you 45 degrees.
>> Shades of Doom I think turns you 7.5 degrees so 6 hits in 45 degrees.
>> Tank commander turns you 5 degrees per hit so 9 hits per 45 degrees.
>> These games require the finer setting to aim your gun at a distant
>> opponent.
>> You can also have directions relating to compass direction such as there
>> is
>> a monster 30 feet to the north west of you,
>> or in relation to your face, as in there is a monster 30 feet to your
>> front
>> right.
>> Phil
>>
>> ----- Original Message ----- 
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Wednesday, February 20, 2008 11:06 AM
>> Subject: Re: [Audyssey] 3D Games was Poll results
>>
>>
>>> Hi Dark,
>>> Well, I own Monkey Business and I find it a bit difficult to navigate as
>>> well just because when James North created it he tried to use a
>>> sonar-like system to navigate. Cool idea, but not very practical. For
>>> that reason alone I have mottled Genesis 3D after the GMA Engine which
>>> has the features you would want from a 3D FPS style game.
>>> For example, one feature I have always enjoyed in the GMA Engine is
>>> being able to press a key like x and get the direction to every door and
>>> exit in
>>> that particular room. It makes finding your way out of the rooms pretty
>>> easy.
>>> Another feature Genesis uses, that I think is important is being able to
>>> find out if you have visited that location before, and mark spots to
>>> revisit.
>>> Anyway, I am using a lot of ideas from Shades Of Doom to structure my
>>> navigation commands, options, and scanning for the areas. Not just
>>> because SOD has the best commands going, but because I find them very
>>> helpful when applied to the FPS style of game.
>>>
>>> Dark wrote:
>>>> Hi tom.
>>>>
>>>> My own spacial awareness and orientation is pretty awful, (possibly 
>>>> even
>>>> for
>>>> medical reasons involved with some complications when I was born), and 
>>>> I
>>>> am
>>>> pretty terrible at direction facing or rotational tasks (one reason why
>>>> I
>>>> find grid based games in audio like gma mine sweeper and the solitare
>>>> varients almost impossible to play), but I stil very much enjoy the gma
>>>> games. shades of doom was my first audio game, and I found the
>>>> navigation
>>>> in
>>>> that to be great, ---- ditto with everything else gma engine wise,
>>>> including
>>>> Sarah. monkey business though I find much more difficult, with much 
>>>> more
>>>> patience needed, and technoshock I find to be down right frustrating
>>>> (though
>>>> i don't think I'm alone in this respect).
>>>>
>>>> I think navigational keystrokes such as direction facing, object
>>>> location,
>>>> environment scanning, distance to object or enemy, examine size or type
>>>> of
>>>> area, and of course enemy targiting are much more an essential feature
>>>> of
>>>> audio 3D than other audio game genres, ---- but if they are included in
>>>> a
>>>> game some great games can be made, so i hope you will considder
>>>> including
>>>> them in the genesis engine and the second tomb hunter game. As I said,
>>>> it
>>>> was playing shades that really got me interested in audio games in the
>>>> first
>>>> place, and being an exploration nut, those sorts of games very much
>>>> appeal
>>>> to me, and i would like to see more of them (though as I said before, I
>>>> also
>>>> think we need more audio side scrollers as well).
>>>>
>>>> Beware the Grue!
>>>>
>>>
>>>
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>
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