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Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat
[Chris L:]
:>1) Even non-artists could produce acceptable graphics with the aid
:>of some good drawing tools and quickly too.
:
:'Dat's da biggie.
And hence my desire to go that way - I can't draw a picture to save my
life, so I have to program everything.
:Dr Cat (I think I sent him an invitation once, please feel free to
:send him another), did a *really* good summary of the comparitive
:interface benefits and game-experience implications of 1st person PoV,
:overhead, back of the head, avatar, etc back in r.g.m.* about 8 - 10
:months ago. (I'd dig it out, but I don't have time now. If you find
:it, please cross to here). My own tendency is that the avatar
:approach leads to a more PacMan or pinball'ish approach by the players
:where the seperation of experience by the player and his avatar on
:screen is so extreme that the avatar gets treated like an insenate
:robot.
I think I remember the article, and I thought I had saved it, but couldn't
find it just now when I went looking. I don't believe he came down very
stronly on one viewpoint or another, however. His DragonSpires game does
use an overhead view style, though.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Message problems with this list,
coder coder#ibm,net, Thu 05 Jun 1997, 22:34 GMT
- Greetings,
Koster, Raph rkoster#origin,ea.com, Thu 05 Jun 1997, 22:16 GMT
- Re: [MUD-Dev] Computers can't....,
Jeff Kesselman jeffk#tenetwork,com, Thu 05 Jun 1997, 12:47 GMT
- Re: (fwd) DESIGN: The Physics of Magic,
coder coder#ibm,net, Thu 05 Jun 1997, 11:36 GMT
- Re: [MUD-Dev] The Lessons of Lucasfilm's Habitat,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 04 Jun 1997, 21:47 GMT
- Re: [MUD-Dev] Room-based vs. coordinate-based,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 03 Jun 1997, 21:39 GMT
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