Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Michael Hough" Newsgroups: scea.yaroze.freetalk Subject: Re: games Date: Wed, 14 Jan 1998 02:13:24 -0800 Organization: SCEA News Server Lines: 33 Message-ID: <69i2ko$4v12@scea> References: <69cuqm$4382@scea> NNTP-Posting-Host: delirium.Stanford.EDU X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 me: > I'll follow this shortly with a description of what I've been doing, and >games I'm working on in various states of incompleteness, with most more >incomplete than not; but it's late and I've problem sets due on the morrow. Ok, it's now. I've got a 3d fractal terrain thing; it's sorta generic--tmd construction on the fly, a generic plasma fractal. I'd planned to have gangs of ninja (and samurai, monks, et al) roam over it, doing battle. I'd almost forgotten about that; I might come back to it once I work out 3d folks. This last summer I worked on a Vandal Hearts clone--it was fairly complete, with one playable level sorely in need of game balance and some decent combat equations, when it collapsed under the weight of ugly, ugly code. I might still post it, if people are willing to tolerate abomination. I'm slowly and painfully learing about coding style--the projects they give you in class are too conveniently laid-out ahead of time to go as horribly wrong as the things I create myself. Once the novelty of 3d people overcame my dwindling interest in the disintegrating tactical game, I started work on a general-purpose 3d people library, in hopes of making a beat-em-up or a fighting game or perhaps both. It's mostly complete, but I need better routines for interpolation, as well as a finite state machinery I can feel comfortable with. that's (a large part of) my story; until later, mike