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Re: A more sophisticated demonstration of change-type
- From: Elijah Meeks <elijahmeeks at yahoo dot com>
- To: Lincoln Peters <sampln at sbcglobal dot net>
- Cc: Xconq list <xconq7 at sources dot redhat dot com>
- Date: Sun, 6 Jun 2004 23:35:57 -0700 (PDT)
- Subject: Re: A more sophisticated demonstration of change-type
> > > Current total is 116 (and rising!).
> >
> > Oh good, so I don't have to feel guilty with 800?
>
> I guess I can see how a game could include 800+
> units, but it would have
> to be a *really* complicated game!
Yeah, it'd be easier with attributes. For now, it
just means that each unit has a marginally improved
attack and hit points. The more wrecked and less
experienced units have a higher chance of retreating
when attacked, that kind of thing. It works out
pretty easily in GDL, so far (I'm not actually up to
800 units, though...)
> On the other hand, I don't want to define any more
> units than I have to
> in order to get the desired results; most players
> would go crazy trying
> to figure out a game with 10,000 units.
Not really, at least not if it was going on in the
background. Even at 800+ units for my little Xconq
WWIII, as long as the player doesn't have to cycle
manually through the whole list, they see a very small
and manageable list of units. All the experience
levels are handled internally by auto-upgrade, all the
wrecked-types are also handled internally, the various
tech levels include obsoleting, so that a player never
has to cycle through more than a dozen units, at any
point in the game.
And, yeah, I love SDL, but it's a long way from
perfect. Still, it gives you some idea of how
manageable such a large unit list is when you only see
what a unit can build.
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