RE: Vector movement
From: Mikko Kurki-Suonio <maxxon@s...>
Date: Tue, 2 Jun 1998 11:37:01 +0300 (EET DST)
Subject: RE: Vector movement
On Tue, 2 Jun 1998, Ground Zero Games wrote:
> I find this surprising. At all the demos we've run, we've never had
more
> than a tiny number of players (of all ages, from 8 or so upwards) that
have
> had any problem with grasping the move and order systems within a
couple of
> turns at the most.
Actually, writing legal orders was the difficult part, perhaps because
that's the part you're doing alone.
> I'm going to regret asking this (and if it gets too lengthy we may
have to
> take it to private email for the sake of the other list members'
bandwidth
> and sanity), but I'd be interested to hear your (simplified?)
reasoning on
> this,
Very simply put:
>From the realism standpoint: Instant acceleration and instant turning.
Spin is not retained. Inability to thrust and turn at the same time (and
get the realistic result).
>From gameplay viewpoint: Cheap turning for slow behemoths. As you may
recall, I hated even the vanilla system's "spin for free at full stop",
I fear this is one step worse.
I am going to give it a try though.
> and how you would improve on it while retaining playability? :)
As I promised, I'm thinking about that one. I think I can manage at
least
a semi-playable version with precalculated results tabulated.
> Agreed, which is why we feel the current vector system is close enough
for
> the right sort of "feel" without simply becoming a piece of unpleasant
> maths homework....
It's rather good, I'll give you that, and I can't name a (non-computer)
game that does it better. I just can't help the nagging feeling that it
isn't quite right.
To summarize: It doesn't feel like playing Asteroids.
--
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