So, you'll be giving Thomas Ward about $35 for your birthday?  How nice. 
Buy MOTA, too.  (ornery grin)
---
In God we trust!
----- Original Message ----- 
From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, December 27, 2009 9:34 AM
Subject: Re: [Audyssey] Targiting attacks was: The future of Blastbay 
Studios


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" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
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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