Subject: Re: [stella] RPG Design From: Lord Spambraticus of Borg <lad-of-hell@xxxxxxxxxxxxxxxx> Date: Mon, 05 Jul 1999 01:53:11 +1000 |
On Sun, 4 Jul 1999 18:28:32 +0300 xtmb@xxxxxxxxx (Tero Lindeman) wrote: >Well, in my case a detailed plot is not as important factor as the >variation of game. Like Nethack, you could have played it n+1 times but >maybe never had seen it all. In this case, if the player dies and has to >start over, it would be still exciting. Games with non-designed levels and placements [aka, "generated" level dungeons, etc] had awesome replay value yes, though it was more to see what zany weapon/armour/artifact you could snag, as well of course, getting one step farther to beating the Balrog. But such a game would not be practical on the VCS, since it has almost no RAM, really. Games such as those need lots of RAM for state [unless you're going to generate the level screen-by-screen with some kinky heuristic for ensure "continuity" for currently-off-screen sectors, etc. Kinky, but possible. With the current resources, tho, something that's programmer-generated is more practical [using ROM, which you have "lots" of...] =Rob= -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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