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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