Everett Elam wrote: > Hello all > Does anyone remember one of my first questions on this list asking about a > game where you go through walmart, terrorizing and vandalizing? Well I'm sort > of writing a blueprint for what I'd like to do and how I'd like to do this > wonderful thing using agm. I'm interested in Thomases opinion since he was > one of the only ones who took me seriously, but Che or anyone else is welcome > to send me feedback on or offlist. Here is what I'm thinking. > I'm not wanting to sell anything or do anything monumental, but I do believe > that destroying walmart by using hairjspray, toys, women's clothing, etc. > could prove both exciting and challenging, teaching me a lot about agm and > not being too hard to do, depending on what I wanted to do. But I'm > wondering if there are any tips the devs onlist can give me? Do I need to > write an outline, a txt document? Just wondering what a few steps I should > start off with are? I've already recorded some walmart stuff in sterio and > have pretty much all the sounds I need, and can create any ones I might need > in the future... Just curious if anyone has any suggestions.. > Overall I'm gonna go for sound quality, not a processor hog, but I want the > game to sound like you're walking through walmart and doing different things > there. *grins* > Back to the agm manual and stuff! Thanks for any comments... > _______________________________________________ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > > > > Hi Everett, Well, for triditional game programming I always write a design doc which describes each level in detail including where everything goes, what classes I need, keyboard configuration, etc. While I've never done this with AGM games I don't think it could hurt to write a draft to give yourself an idea where you want say the hair spray isle to be, where toys are, where the sporting goods are, etc. For example, you know you are going to put the checkout girls at the front of the store, and in the very front the greeters. So you would give them a place somewhere at the beginning of the level just inside the doors where you are. You would walk in, go back to hair spray and come back and start spraying casheers and greeters alike. You might put on your doc where the electronics isle is, and then when you create your game you know say radio block is at 55 50 and attach a song to it so you know that is a radio. It can be destroyed with say the gun over in sporting goods. Once you put all that in your doc you know how you want to design your game long before you drop your first building block.
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