Hi Phil, Yeah, that makes sense. While that wouldn't be that complex for someone like me the last thing a new user wants is to come face to face with all the complexities of creating their own database. I have to do something like that every time I create a new project with the G3D Engine as well, and I could see how filling out all that info might put some people off game development. However, filling in attributes for players and enemies is a far cry easier from writing an entire game from scratch.
Cheers! On 5/17/11, Phil Vlasak <[email protected]> wrote: > Hi Thomas, > I think the reason more people didn't complete their games is that although > the GMA engine had documentation, and a sample level script, you didn't get > the data base of objects and creatures that went with the script. > A data base of each creature had to be filled out if they were different. > Each creature has about 70 different attributes to set, > Such as size, speed, intelligence, turn rate etc. > So creating a complex game can be very complex. > That is why I created Pacman first, as the only thing that changed from > level to level were the speeds of the ghosts and the bonus object in the > middle of the map, plus the level music. > > smiles, > Phil --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
