Path: chuka.playstation.co.uk!news From: Robert Swan Newsgroups: scee.yaroze.freetalk.english Subject: collaboration work? Date: Fri, 25 Sep 1998 09:16:07 +0100 Organization: I wish! Lines: 66 Message-ID: <360B5147.2358@mdx.ac.uk> NNTP-Posting-Host: nova.mdx.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (X11; I; SunOS 5.5 sun4u) seeing as i dont have a yaroze at the moment im spending times thinking about what my next project + stuff should be. I have a nasty feeling its about time I risked working with other people on a project. I say risky as Im likely to a pain in the arse to work with (i hope not), but what the hell, ive warned people enough. If you read through this and agree with most of it, then maybe its worth contacting me after my holiday (starting today in Tunisia and lasting a week) and Ill see what we can do. Im not sure what Ill do if too many people want to help but thats not likely to happen is it? The way I work... I tend to work very quickly and pretty regularly, which means that I would have a hard time working with someone who cant commit to some sort of agreeable workrate. Thats not a criticism to those, as I know everyone has different amounts of time to devote to this. Work with people who wont get upset if something they wrote or idea they proposed wasnt used. Ideas should be done on a voting basis, but whichever bit of code is faster/nicer would get used. People who dont mind doing some messing around and research into optimisiation. In my head (for example) I can think of ways of speeding up map drawing, but wont know until I try a variety of methods. The projects Ive been thinking about, that I might want to work on (in order of interest) first person perspective game idea is for two player split screen 3d word (similar to games like Jeff Hannons House of Hair out, doom whatever...) Reality is what is wanted, in terms of real time shadows for player, lighting on walls that cast shadows on the scenery, decent animation on the players, huge optimisations for speed, including some sort of adaptive modelling based on the frame rate to avoid slowdown. Game design should allow a variety of playing methods, such as normal deathmatch, or one player hunts the other etc, etc. I do believe its possible to get what ive mentioned running at 25fps with splitscreen and should look amazing (of course I would say that). race game 3 finally attempt to finish a racing game properly. Finally decided best track representation is to use bezier curves (courtesy of Lars), but programming required for AI and special effects. I dont want the track to be static and the game to be a memory test, I think racing games are the best when you are constantly adapting, either through changes to the scenery (for example, bridges collopsing, trees falling over and blocking the path or wind changing direction constantly) or through working against other opponents (forget having 5-10 opponents, I want about 100 spread around the track!) adventure game 2 It may not look like it, but I cant really do much more to adventure game as it is, as I really have no memory left. I mean, im using some parts of main memory three times (for tims, then for sound files from cd, then for dynamic tmds) so other sorts (cheaper) of level representation are required (investigation). Better interaction with the world, nicer levels, and magic + items and character progression. I have a feeling that memory constraints will limit this one though. ok, feel free to discuss on here or whatever amongst yourself, (and debate the validity of what Ive said). No real point in emailing me as I wont be around, but it might make a nice change on here for people to discuss something constructive! Rob http://www.netyaroze-europe.com/~middex2 rs108@mdx.ac.uk