It's all in your head, Part 13
I definitely agree with those points, but no, I didn't get my expectations up high. We've talked about that before.
(Hah, now it's my turn to say it to you, Xocrates.
) My benchmark of a great movie just doesn't merit this movie, although I have to say it was above-average and bordering on the great perhaps. That doesn't make it a great movie just yet though.
Jelco



Jelco
"The ships hung in the sky much the same way that bricks don't."
- Douglas Adams
- Douglas Adams
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I missed this. Wow. So much potential here. I guess now as othesr have that Subversion will be a kind of hacking/infiltration/mission impossible with corporate espionage style game wher the player plans heists? If you have a body or you play from a detached hackers view i'm not sure. Will be people in the game? I would not be too suprised at a symboilic representatin of people perhaps even along darwinian lines. To go to the physical detail of an opening door and all the examples mentioned implies there must be other physical entites for the door to open for else why hack it/damage it so it can open... How do you decide on targets? Presumeably procedural generatin will cover this. It seems it would be immensily flexible and once you have this simluated city down toi this detail there could surely be numerous game designs built around it from FPS to RTS to the afore mentioned infiltration style play. It does look really fascinating and these blogs are great. I'm really suprised by how quickly it is coming along.
So - i'm guessing not multiplayer because if cities are procedurally generated then sharing the data for a whole city across clients would be tricky...?
So - i'm guessing not multiplayer because if cities are procedurally generated then sharing the data for a whole city across clients would be tricky...?
Taedal wrote:So - i'm guessing not multiplayer because if cities are procedurally generated then sharing the data for a whole city across clients would be tricky...?
Actually, I think the procedurally generated part of it allows for easier transferring. Basically there's some base data and a seed (guessing here of course, but it seems logical) and every client generates the same map based on this data. Less bandwidth-intensive but not necessarily faster of course - it depends on the rendering speed of the slowest PC in the loop.
Jelco
"The ships hung in the sky much the same way that bricks don't."
- Douglas Adams
- Douglas Adams
Taedal wrote:So - i'm guessing not multiplayer because if cities are procedurally generated then sharing the data for a whole city across clients would be tricky...?
Why? The clients would only have to share a seed. The same seed should generate the same landscape.
xander
EDIT: Screw you, Jelco, and your dark ninja arts.
Multiplayer is certainly feasible technically, but we can't really predict until we have some idea about gameplay... what would be fun for me is some sort of multiplayer game in which each player has a goal to achieve while attempting to block those of the other players, where the one method of interaction is to edit the script of one of those control boxes. Call it LUAwars.
Somehow, though, I doubt that'll be it.
Somehow, though, I doubt that'll be it.

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