Good call. If nothing else the full MOTA will be a birthday present since my
birthday's in June.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Sunday, December 27, 2009 12:30 PM
Subject: Re: [Audyssey] Targiting attacks was: The future of Blastbay
Studios
Hi Dark,
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.
dark wrote:
Hi Tom.
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 jumping).
Skeletons could be given a number of slashes depending upon your
position.
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!
Dark.
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