help-liquidwar6
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Help-liquidwar6] About rules.xml


From: Christian Mauduit
Subject: Re: [Help-liquidwar6] About rules.xml
Date: Wed, 28 Jan 2009 17:40:48 +0100 (CET)
User-agent: SquirrelMail/1.4.15

Hi,

On Tue, January 27, 2009 9:28 pm, Kasper Hviid wrote:
> Alright, here's one more:
[...]
> Every (0.05 second) {
>   displayFighter.x = (fighter.x + displayFighter.x) / 2;
>   displayFighter.y = (fighter.y + displayFighter.y) / 2;
> }
Couldn't be implemented that way for many reasons, but I like the idea.

How about setting up a WiKi to handle this kind of suggestion?

The pros: fast-editing, immediate "share with others" facility.

The cons: might be "overkill" for this, and introduice confusion by
multiplying URLs (there's already the official docs, this list archives,
the bug & request tracker on Savannah...)

Just give me your feeling about this.

> Two possible alternatives:
>
> 1) A Liquid War player once suggested that the mouse curser should be
> seperated from the curser inside the map. The mouse curser should
> still move like a normal mouse curser. The in-game curser should be
> some kind of bot, which moved by the shortest path towards the mouse
> curser.
Yeah, point is it introduces sort of complexity. You have a pointer which
drags a cursor which in turn drags your fighters. This is typically the
"developper stuff" which sounds nice but might confuse
"non-liquidwar-specialists".

> 2) I remember an old DOS game called Xquest. You moved a space ship
> with the mouse, but the movement were very fluid. You could both move
> your ship a few pixels, or several screen lengths, depending on how
> fast you dragged your mouse. It felt like dragging the mouse simply
> pushed the ship a bit in that direction.
>
> Found a video of it:
> http://www.youtube.com/watch?v=0q6iPw4gKTU
Need to check that.

> I don't think fairness necessarily has to mean that the players should
> be completely similar. Games such as Star Control II and Aliens vs.
> Predator worked fine, since the lack of similarity was a feature, a
> part of the game. Different players moving around by different means
> could have a certain chaotic charm. The game should of course be
> somewhat fair, but the keyboard-players could also just get some kind
> of bonuses, if necessary. A larger army or something.
Mmm, chaotic charm. I like that term ;)

Thanks for the re-upload of sounds, I got them right this time.

Have a nice day,

Christian.

-- 
Christian Mauduit <address@hidden> - http://www.ufoot.org/ ___ __/\__
Liquid War 6 - http://www.gnu.org/software/liquidwar6/     / _")\~ \~/
"Les amis de la vérité sont ceux qui la cherchent et non _/ /   /_ o_\
ceux qui se vantent de l'avoir trouvée" - Condorcet     (__/      \/





reply via email to

[Prev in Thread] Current Thread [Next in Thread]