Hi Tom.

I'd personally view analogue jumps as a very! complex feature indeed, where as say adding something like an extra arrow trap in an otherwise 2D game to give a vertical danger would seem less so, though i do take the point.

At the same time though, I don't think this is particularly an excuse for developers to only stick to simple games, just perhaps a reason why certain trade offs need to be made occasionally.

Look at the Mota switches. We have traded the extra fidly complexity, both of programming and of design, it would take for multiple switch types, but instead have other forms of trap such as the vanishing flaws to handle.

Beware the grue!


Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

Reply via email to