[gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- From: Olof Bjarnason <olof.bjarnason@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 18 Oct 2005 12:33:28 +0200
gesture recognition is quite advanced, i wouldn't try it for my first
game project, but hell you might learn a bunch
On 10/18/05, Trollfiddler <trollfiddler@xxxxxxxxxxx> wrote:
> I played a game a couple of years ago (can't remember the name) where you
> cast magic spells by gesture. When you learnt a new spell you got a spell
> icon with a shape on it. In order to cast the spell you drew the shape in
> mid-air. I absolutely HATED it.
>
> Try drawing even fairly simple shapes using a mouse and you'll soon find out
> why. The code to decide whether you drew the right shape threw a wobbly if
> the lines you drew were even slightly out of shape (either the whole form of
> the gesture or just one line not being completely straight).
> Even when not in battle it was next to impossible and you could sit there
> using up mana all day and still fail to cast the spell. In the end I threw
> the game in the bin and wasted 40 Euro.
>
> I suspect the code you have to write for the gesture system will be
> similarly complex and extremely difficult to use.
>
> Just tuppence-worth from someone who seems to be the only person who thinks
> a gesture system would be bad!
>
> T.
>
> ----- Original Message -----
> From: "Chris Schnurr" <chris.schnurr@xxxxxxxxxx>
> To: <gameprogrammer@xxxxxxxxxxxxx>
> Sent: Tuesday, October 18, 2005 10:44 AM
> Subject: [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
>
>
> >
> > On 18 October 2005 10:22 Chris Nystrom writes:
> >>
> >>On 10/18/05, Craig Chambers <reym_camroth@xxxxxxxxx> wrote:
> >>>
> >>> fourth and finally, it really seems to me that there
> >>> is too much of this dependence on leveling of the
> >>> character. players compare levels of the character
> >>> rather than compare the abilities of the character.
> >>> also leveling systems like that in D&D games are too
> >>> far beyond belief. yes the characters are 'chosen' by
> >>> the gods, favored in some way, but does that justify a
> >>> human character having 100 hit points when the average
> >>> populous has less than 10? i don't think so.
> >>
> >>You might consider a hit point location system. Instead of "you just
> >>got hit for 11 points. Sorry, you are dead." to "You just got hit for
> >>11 points in the right arm. Sorry, you will have to fight with your
> >>left arm at reduced capability." A hit point location system is
> >>somewhat of a pain to manage in a paper and dice game, but a computer
> >>game would have no problem at all managing it.
> >>
> >>Chris
> >>
> >
> > Ah yes! Hit location can be excellent fun - here's a good example system
> > for
> > a few ideas:-
> >
> > http://home.btconnect.com/hughfoster/Traveller/OnTarget.htm
> >
> > I like this one - "groin : damage x2.5, 98% chance of sterility"
> >
> > Only problem is your characters starts having loads of visible damage - no
> > problem for pencil and paper but a pain to remember all the scars, lack of
> > limbs, etc when coding the game.
> >
> > C
> >
> >
> >
> >
> >
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- References:
- [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- From: Chris Schnurr
- [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- From: Trollfiddler
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- » [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- » [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- » [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- » [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- » [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- » [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- » [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- From: Chris Schnurr
- [gameprogrammer] Re: COMMENTS PLEASE, CCRPG-[intro]
- From: Trollfiddler