Path: chuka.playstation.co.uk!news From: "Matt Verran" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Yaroze dev continuing Date: Wed, 8 Aug 2001 18:57:06 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 17 Message-ID: <9kruis$4at2@www.netyaroze-europe.com> References: <9hq70s$odf4@www.netyaroze-europe.com> <9hqc3f$odf6@www.netyaroze-europe.com> <9hqda2$p4m2@www.netyaroze-europe.com> <9kn06t$qtb1@www.netyaroze-europe.com> <9kn0ts$qtb3@www.netyaroze-europe.com> <9kp379$qtb10@www.netyaroze-europe.com> <9kpm6i$qtb20@www.netyaroze-europe.com> <9krbmu$3h37@www.netyaroze-europe.com> <9krf4t$3h39@www.netyaroze-europe.com> <9krl1v$3h315@www.netyaroze-europe.com> <3b796603.1552801720@www.netyaroze-europe.com> <9krsdt$4at1@www.netyaroze-europe.com> NNTP-Posting-Host: host213-122-136-144.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 The sort of games I enjoy are all about control and interaction. To write games like this you need to be sure that the player experiences what you designed exactly as it was intended. The event-interupt DirectX/PC way of coding games rather than using a program loop just never worked for me. I know you can lock the game to scan the input or update the screen at a set rate but it's all so much hassle getting something to work consistently I've never persevered. For me producing a game is working within set limits to come up with a finished 'block' that everyone can see and interact with in the same way. The fun comes from stretching what you are capable of within those limits, the satisfaction comes from other people enjoying your work. Doing games on a PC watered both of those things down for me. Matt