I so! Want! To! Hear! This! -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Thomas Ward Sent: 06 December 2010 04:21 To: Gamers Discussion list Subject: Re: [Audyssey] Creating game levels to scale?
Hi Dark, Lol! I take your meaning. I always did think the knife in Shades of Doom was a bit too long. Its like a ssmall sword their. For example, this weekend I spent a little time playing around with a possible clone of Mysteries of the Sith, and created a sample level for testing out some game mechanics. I set Mara's saber range to 6 feet which is probably pretty close to the actual length of a saber with someone's arm extended. Even though it is a close range weapon as wapons goes that didn't help the poor storm troopers I used as target practice. I have already got the code in place to block blaster bolts which worked most of the time, and I just basically walked up to them and chopped off their heads with the light saber. Lol! Oh, and I might add that wasn't the worst thing I did. I'm creating a weapon cclass for the rail gun, that's a type of rocket launcher in the Jedi Knight games, and gave Mara 100 rockets, yes 100 rockets to start with. I basically walked around the level blowing troopers apart wwitch didn't stand a chance with their puny blaster rifles. One rocket alone was enough to kill them instantly. Talk about over kill. Lol! As for drawing things to actual scale I think it helps me personally conceptionalize the level bettr if things are drawn to actual scale rather than reduced in size. Using 30 elements of an array to represent a 30 foot wall makes more sense than using 3 elements of an array and saying it is 30 feet of wall is a bit harder to conceptionally imagine when drawing the level maps. Although, drawing the level itself is easier/quicker because you don't have to do as much work drawing the maps if it is smaller. Cheers! On 12/5/10, dark <[email protected]> wrote: > Hi tom. > > I always personally thought of things as scaled relative to the characters > anyway. Afterall, if you thought about it logically, in a game like metroid, > you'd be jumping 14 feet (over twice your hite), in the air anyway, and > about 25 feet with the high jump boots. > > Then, you'd be falling down shafts hundreds and hundreds of feet high with > no injury, and jumping across gaps that are roughly 20 feet long. > > Realistic? probably not, but in the contex of a 2D exploration game it works > fine. I've not played many things in 3D, but I'd say the same principle > applies, objects exist scaled to, and with reference to the mechanics of the > game world only. > > Look at shades of doom. I've always been rather amused that your fists can > reach things seven feet away, and a long knife five feet (a knife that long > is usually called a sword isn't it?), yet, we don't mind, because in the > context of the game, for navigation purposes such measurements make sense. > > I'd say the same principle applies here, ---- so just go with whatever is > easiest. > > Beware the Grue! > > Dark. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
