Hi Phil,

Yeah, that makes sense. While that wouldn't be that complex for
someone like me the last thing a new user wants is to come face to
face with all the complexities of creating their own database. I have
to do something like that every time I create a new project with the
G3D Engine as well, and I could see how filling out all that info
might put some people off game development. However, filling in
attributes for players and enemies is a far cry easier from writing an
entire game from scratch.


On 5/17/11, Phil Vlasak <p...@pcsgames.net> wrote:
> Hi Thomas,
> I think the reason more people didn't complete their games is that although
> the GMA engine had documentation, and a sample level script, you didn't get
> the data base of objects and creatures that went with the script.
> A data base of each creature had to be filled out if they were different.
> Each creature has about 70 different attributes to set,
> Such as size, speed, intelligence, turn rate etc.
> So creating a complex game can be very complex.
> That is why I created Pacman first, as the only thing that changed from
> level to level were the speeds of the ghosts and the bonus object in the
> middle of the map, plus the level music.
> smiles,
> Phil

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