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- At 03:20 PM 7/19/96 +0200, Bertrand Le Roy wrote:
- >> Bertrand is designig Charater Specification which seems to be more that
- >> just that even at the moment. I think it will be smart to desing
- >> specification for BMW files (BadMoodWorld=analogs to WAD) in parallel
- >> with the BM engine, to be sure that is finished (or nearly) when engine
- >> will be ready.
-
- Data-structures are best designed before/during coding as it gives you an
- idea of what goes where... but I guess nothing major would change...
-
- >Yes, right. Here are my suggestions about that:
- >- It should be as compatible as possible with WADs. At least, it should be
- >easy to convert WADs to BMWs. The specs of BMWs should contain all object
- >types that WADs contain. But this is obvious.
-
- Yep, but should be said...
-
- >- It should be compatible with the charspecs. This is also obvious. Of
- >course, if some imperative requirement about the BMW should oblige me to
- >modify the charspecs, I'm ready to do so.
-
- yer...
-
- >- They should be evolutive, that is, we should be able to put new
- >potentialities in while keeping it compatible with former versions.
-
- yes, definately a good idea. some form of ID's is needed...
-
- >- It should be able to implement new possibilities with modules included
- >in BMWs. That is, some vectors, variables and entry points of the engine
- >should be available and modifyable by bits of code inside the BMW file.
- >This way, one could imagine that a BMW could contain new features like a
- >different AI, flying devices, etc. or even (if possible), modifications of
-
- Yea, cool idea... could be linked in with the monster type - if an unknown
- monster ID, then just use the supplied code...
-
- >some drawing routines, within some limits. This way, one could perhaps
- >include in a BMW new kinds of enemies that are drawn in 3D by redirecting
- >the sprite drawing routine. Why not?
-
- Well I think there would be problems with the depth sorting... (IIRC Doug
- said the sprites would be drawn at the same time as the walls with the same
- routine, so that a further pass is not needed...)
-
- >I'm seriously thinking of doing a PC version of Bad Mood. This could look
- >like a very stupid idea because Doom exists for PC. But it is not for the
- >following reasons:
-
- Hmm... I dont mean to be pesimistic, but converting Bad Mood would be quite
- difficult, with all the code in 680x0 and DSP assembler... perhaps a better
- approach would be to use the WAX (or other) engine, but with BMW loader and
- networking code...
-
- >- Bad Mood will be superior to any Doom-like game. Not technically, but
- >potentially: even though the engine will be inferior to those of Quake or
- >Duke 3D (or even Dark forces, which enables for some textured 3D objects),
- >it is potentially richer from a gameplay point of vue: it will allow for
- >very different kinds of games (kill'em all, role playing, etc.).
- >- It enables us NOT TO CARE about compatibility of communication protocols
- >and artificial intelligence: if we want to play doom in network between a
- >PC and a falcon, we would just have to launch BM on both machines, and
- >they will be compatible.
-
- Yea, I hadn't thought of this before...
-
- >- I have a falcon and a PC.
-
- Ditto (sort of)
-
- >This, of course, would require a few adjustments. For example, bits of
- >code inside characters and BMWs are a big problem. The solution I've
- >imagined is the following:
- >When a bit of code is necessary, it can be implemented in different ways.
- >First, a script version should always be available. In some cases, this
- >script could be a limited version just here for intermachine
- >compatibility.
-
- If networking, all the versions must have identical effect - otherwise the
- game would be inconsistant.
-
- >Second, already compiled versions for different machines could, or could
- >not be included.
- >If the compiled version for your machine is not available, it is
- >automatically generated (and stored, on demand) from the script. If it
- >already exists, it is used.
- >This enables for automatic compatibility: we can make an amiga or mac or
- >ZX81 (not) version and use all BMWs and chars without modification.
-
- Why not ZX81? Or perhaps ZX81 emulators... these give more memory... :)
-
- >It also enables to develop versions of bits of code optimized for a given
- >machine.
- >
- >I'll update the charspecs in this direction as soon as I have some time.
- >
- >What do the programmers think of this?
-
- >Feedback welcome.
-
- Good. :)
-
- >PS. Did I tell you you're a genius, Doug? Well, you are. Flattery? No.
- >Realism.
-
- I could agree, but Doug is just going to go bright red... :)
-
- >PPS. I saw Running yesterday. A few glitches, but quite nice and fast
- >anyway. Too bad all the graphs are ripped from doom and Duke 3D.
-
- Yep... the floors look rough... did you see STF's comment 'The Running is
- similary impressive from a technical standpoint. A Fully 3D shoot'em-up...'
- They obviously missed the debates about whether Doom was 3d or 2d... (or
- 2.5d)
-
- Anthony
- -------------------------------------+------------------------------
- Anthony Jacques | STOS Falcon Extension v1.2a
- | Generic STOS Fixer v1.1
- mailto:jacquesa@cs.man.ac.uk | available from WWW pages
- http://www.cs.man.ac.uk/~jacquesa/ | - UUEncoded on request.
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