j.harshaw wrote:The decision to keep big ships upright is a design decision; which is proper, i think. Design should drive implementation and not the other way around.
As a creative professional myself, I'm afraid I can't agree with that at all - I have never compromised the quality of my content by making it subordinate to its presentation (both are important, though, of course) : to do so would have been catering to the lowest common denominator by distracting with flash over substance. *shudder* Of course, that being said, there are media in which the presentation IS the content...
j.harshaw wrote:Plus, it's not an insurmountable problem. Just, well, tricky in some cases. Failure to do so in all cases lies, of course, with implementation. Working on it. Can't promise that i'll wake up one morning with a eureka moment for this one, though. Although the solution that is in should solve most of the cases.
Well, that is most encouraging to "hear"
"'Eureka' is Greek for 'this bath is too hot'." -The Fourth Doctor (Who)
j.harshaw wrote:At the end of the day, it's a game, and games are defined by rules that determine how they look and feel and, hopefully, results in a more effective game (effective, in this case, meaning that it's better in what it's trying to do, whatever that may be).
True enough.
j.harshaw wrote:RAVEN.myst wrote:and a "craving" on my part
Uh oh. Hope that doesn't come with expectation sparked by my expressing interest!
Hahahahah! Fear not - I tend to keep my expectations (in any context) as low as possible from the start - it cuts down on disappointment
Just to put me in context: I don't even do sneak previews, or keep tabs on "developer diaries" and the like. Firstly, I am VERY anti-spoilers, and secondly, I prefer not to second-guess the artist (though I may, and often do, disagree with him/her/them AFTER the fact, heheheh) - yes, I know that some may construe this as non-participation in an audience-participation role, but I also think that despite the fact that the audience is the target market, it often doesn't actually understand what it thinks it wants, and its whims can serve to distract the artist/s and corrupt the work ("too many cooks", for one thing.) I prefer to trust during development (and criticize later, heheheheheh.)
j.harshaw wrote:Ultimately, for X, i think weapons physically moving on ships' hulls are one of those major things requiring work on multiple levels (asset work, design, physics, engine-level logic, AI, possibly UI) that won't really ultimately add much in the larger scheme of things. (Yes, i know that i just said that design should drive implementation. And if that decision is taken, that work would have to be put in. Would be to the detriment of other systems which are possibly more important, though. Only so many man-hours in a design cycle.)
Oh, I do understand - my "craving" is merely one of those pipe-dream fantasies that I don't necessarily expect to come true, at least not any time soon (though if surprised in that regard, I certainly won't be disappointed - because I wasn't counting on it in the first place
heheh)
Plus i think that ships having blind spots and asymmetrical fire coverage is a good thing. Adds gameplay by giving you something to aim for, and provides a visible reason for ships to behave (or, admittedly, sometimes, fail to behave) a particular way.[/quote]