Path: chuka.playstation.co.uk!news From: "Nick Ferguson" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Exploitation Date: Sat, 21 Aug 1999 11:41:33 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <7plvla$8mo3@chuka.playstation.co.uk> References: <37BDFE5F.50A08328@which.net> NNTP-Posting-Host: dialup137-28.saqnet.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 > Right now I am developing a game that I will admit is a bit ambitious > but I will do it due to careful planning and design. Even if games get > too big for the 2MB use an incrementation method whereby levels are > sectioned out and only the data for this level is loaded, then when > finished you can hook your levels together in order for them to be > published on the OPM disk ( I don't know that the NY game is allowed any > more that 2MB but I recon it's strict). Whenever I read stuff like this, I feel a bit like saying "There's plenty of room to have a great game in the 2MB we get". Oops, I already did. But seriously, there are plenty of ways to be "clever" about writing a game and fit a graphically-impressive, extremely playable game into one-loadings worth. Think about the space that classic games such as Zelda on SNES etc took up; I think that part of being a good NY coder is being inventive with the space you're given. :) My point: why does 'ambition' require an extra 2, 4 or 16 MB of RAM? My case will be proven when (if) the NY2 gets released and a few months into it people start asking for more RAM, or faster libraries etc ;) We're console programmers here, not performance-sucking PC programmers! Anyone else feel this way, or am I the only miserable bugger? Nick "limited output" F