From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 12925 invoked by alias); 20 Aug 2004 23:57:32 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 12882 invoked from network); 20 Aug 2004 23:57:31 -0000 Received: from unknown (HELO mailrouter3.execulink.net) (199.166.6.58) by sourceware.org with SMTP; 20 Aug 2004 23:57:31 -0000 Received: from diamond.ansuz.sooke.bc.ca (ppp226.ac2.56k.execulink.com [209.213.229.226]) by mailrouter3.execulink.net (8.11.6/8.11.6) with ESMTP id i7KNvTc31756; Fri, 20 Aug 2004 19:57:29 -0400 Received: from localhost (mskala@localhost) by diamond.ansuz.sooke.bc.ca (8.10.2/8.10.2) with ESMTP id i7KNse813356; Fri, 20 Aug 2004 19:54:40 -0400 Date: Sat, 21 Aug 2004 01:17:00 -0000 From: mskala@ansuz.sooke.bc.ca To: Eric McDonald cc: Elijah Meeks , xconq7@sources.redhat.com Subject: Re: Three thoughts In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-SW-Source: 2004/txt/msg00977.txt.bz2 On Fri, 20 Aug 2004, Eric McDonald wrote: > > seems like I have to give Item units ACP and movement, > > which is an annoyance to the AI and player and uglier > > gameplay. Anyone have any suggestions? > > I'd see what Matthew Skala came up with. He was working on "cow > patties" for a while. I couldn't get it to work. Like Elijah, I found that I had to give the "item" units some ACP and movement capabilities, but that still didn't allow me to get the kind of behaviour I really wanted. As I think I mentioned at the time, I had a lot of trouble preventing the item units from constantly waking up and demanding the user's attention even when the user didn't want them to do anything but sit there. I also wanted my item units to be indestructible - so they'd end up just sitting on the ground if their transport was destroyed for *any* reason - and it proved tricky to cover all the cases for that. When the fancy wrecking behaviour started to be defined, I realised that if I changed my game concept a little I could use fancy wrecking instead of item objects (basically, have one unit type for "has item" and one for "doesn't have item", although it also meant changing my vision of what that signified), and produce a more fun result. Wrecking seemed to be in a lot of flux and then my workload at school started to ramp up and so I decided to leave that project alone for a while, hoping that by the time I got back to it the fancy wrecking behaviour would have gelled into something I could use. -- Matthew Skala mskala@ansuz.sooke.bc.ca Embrace and defend. http://ansuz.sooke.bc.ca/