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Old 28 September 2007, 14:24   #21
Zetr0
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@oneshotdead

as a local friendly (Z)etro i sincerely thankyou for your kind words

This is going back some, but if i remember correctly, (after all its over 10 years ago now lol) I wrote four features to the display routine one of them was to rotate the map in 4 steps, I also wrote a wall transparency and what is now known as "fog of war" (the later being more simple than one might initially think),


As the game was to be designed arround an interlaced hires screen this way you could get a lot of information to the screen sometihng like 25 x 25 x 4 tiles and with the colours it looked pretty good, (not to hard on the flicker) the zooming was for combat / supriess attacks / events etc, as this was Jezz's design i was just happy to "play along".

We did argue a bit on how the game play would be managed, such like should it be like Cadaver / Hiemdal or like Laser Squad / UFO... this really was a crux for the project. in the end we decided on a system similar to staged combat. like er space hulk when you pause to issue commands or get into combat in Bloodnet (wich was a new game i was into at the time)

One of the funnyiest of problems was the fact thay the AI was absolutlely brutal, (Jezz didn`t code it properly) and it hunted down the player.... ruthlessly..... how i laughed and obviously swore....

However if memory serves i was just geting into writing a psuedo shadow area routine when we stop building it,. (ie a little before my friend Jezz moved off to isreal )

Although i mamanged to save some code, i think a lot of it whent with my friend over to the middle east. hmmmm i wonder how i would go about contacting him now.... sheesh.... been a very long time.

I do like the idea of the battle RPG, where by terrain plays a lot in the determinations of the victor, I also like the idea of deformable terrain so the player can shape his/her environment. I personally didn`t like power-monger but i did enjoy Realms... i revel in that game i can promise..!!

I have to admit I think your offer of graphics wil go down well here, there is always a need for them in the AGF
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Old 29 September 2007, 12:11   #22
oneshotdead
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Zetr0, thanks for clearing that up. I think you both were on the right track with that game, those conceptions (except zooming) is certainly to my taste.

Isometric, point and click, turnbased, these are my preferences. Theme doesn't bother me at all, squads of cyborgs, clans of dwarves, sci-fi or fantasy, I couldn't care less, as long as it is fictional, a little "out there".

I don't mind firstperson prerendered stuff like DM/EoB/Hired Guns. I think Space Hulk had a degree of "scrolling" did it not? At any rate, it didn't feel 3D to me like Doom, didn't play it for long, but it was atmospheric from what I remember, claustrophobic.

regarding the AI homing in, that is an issue in many modern games as well, there's a delicate balance with that. I don't mind being hunted down, but not by anything and everything, at times I really liked the isolation I felt while playing Hunter on Amiga, the loneliness, disengagement.

There was a game released, I had to Wiki around to get the name, called "Silent Storm", a few years ago which I missed out on (thanks to having a woman), apparently it had fully deformable geometry, almost all objects, including large structures could be brought down. Ever play it? It was squadbased, turnbased, RPG attributes, WWII era "spy-fi", but now that I see the screenshots, the bloody cam's in too close and, no thanks, too much colour and light!

Yes, I'm conservative now in a way, showing my age.
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