Hi jim.
I can't imagine writing in the power needed for golf, wouldn't that make the
hole game far too easy? for instance on a 279 yard hole pulling out your
three wood and typing 279 and just getting a hole in one, rather than having
to judge the sound file?
As to sims, well in a way I think you've already coded a good few of the
basic elements. Starmule for instance involves making decisions with a
prophit vs loss catagory over time, and trucker involves a number of factors
that change over time with you deciding what needs doing.
A basic sim just needs a number of resources to manage, projects that
require those resources which must be completed either as goals in
themselves or to generate more resources, and random effects that may occur
to alter either the resources or the completion of projects.
For instance, one dos game I read a review of recently had you piloting a
spaceship to neptune. Every tick your ship used fuel and battery power. You
could generate more battery power by burning fuel, and could refuel at a
number of stop off points along the way.
Each turn you decided on your speed and your course, sinse different courses
required different amounts of fuel and batteries and could propell you
different distances.
However you also had various desasters and failures that would affect your
ship, taking either fuel, distance or time to fix, or negating some of the
course correction options, though these could be fixed by picking up spare
parts at the few way stations.
Yes, this is! a litle like trucker, but with more factors to manage and far
fewer stops.
A spacial map is also sometimes used to add puzle type space elements into
the mix, for instance where to build roads in a sim city type game but this
isn't completely necessary, especially when there are a lot of factors in
the game.
A game with that sort of play style, managing a number of factors over time
in the face of randomness and limited risk, something like trucker but with
more complexity would be a good one I think.
Beware the grue!
Dark.
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