Yes, but that's another matter.  (grin)
---
In God we trust.
----- Original Message ----- From: "Phil Vlasak" <p...@pcsgames.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, June 25, 2010 1:48 PM
Subject: Re: [Audyssey] Important MOTA News


Hi Thomas,
The altitude number is quite a puzzle.
In the existing side scroller game you include the altitude as the second number while the first is how many meters west. To keep it consistent, maybe you should leave those numbers alone while changing the first number as how many meters north. This third number could represent the east west distance but to make it easier to find doors maybe it could represent the distance from the center line of the room.
so the game could say 5 meters east of center.

Am I crazy, or what?
smiles,
Phil

----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, June 25, 2010 1:09 PM
Subject: Re: [Audyssey] Important MOTA News


Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak <p...@pcsgames.net> wrote:
Hi Thomas,
There is always a trade off when you put some things in as automatic rather
then manual.
With automatic you don't have to have so many things to think about, but you
loose the ability to do things  that the automatic feature doesn't
anticipate.
I thought being on a broom would allow Sarah to zoom over the head of the caretaker so I set his action to attack her to off when she is on a broom. But as the ghosts could appear out of a wall or ceiling, I didn't think she
would be quite as able to avoid them.
Plus with a patronus on she might just want to run into them.
But having a way to indicate altitude would help if the flying creatures
were also described.
So if Sarah was at ten feet and the ceiling was at twelve, then the ghost at
ten feet would be difficult to avoid unless she zoomed under it but that
would put her in the range of the caretaker.
At some point the faster you move the less time you have to listen for the description of what is around you,unless it was done with avoidance beeps.
Phil

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