Well, I can't promise anything like that. After all I am far behind
schedule as it is and my target deadline is now long passed. So I'm not
going to spend ample time rewriting the AI to have arrows that arc up
into the air and different sword slashes. That is way too complex for
what i want to do here. Bottom line, this game is done by June come what
may so I'm going to begin slapping things together rather quickly, and
ttry and get this thing stable as soon as humanly possible. So there
isn't going to be a lot of time spent fooling around on game mechanics.
I'm for the most part going to copy and convert code from C# to C++, and
if I find time or the need while doing so I'll upgrade a few things here
and there, but in the main I'm not really rewriting anything from scratch.
this sounds great. even for the skeletons and centaurs, there could be
variation in their attacks, and a litle time delay from the point they
launched the attack until you got hit. Centaurs for instance could
have arrows which arc up into the air, then come down on your
location, thus if you could run forward fast enough to be in the arc
you could avoid them (though equally, you'd need to take care while
Skeletons could be given a number of slashes depending upon your
distinguishing these attacks would I think be easy, simply a matter of
altering the pitch or tone of the sound rather the way puppy 1 does,
for where the attack is coming on the Y axis.
I'll look forward to the point when combat in mota is a bit more than
damage it before it damages you!
Beware the grue!
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