Hi Dark, Yeah, its not a coding issue. As long as you plan to have multiple playable characters you can easily create some generic stat variables that are set depending on which character you are playing.
For example, I do this very thing in my WWE wrestling game. I've currently about 40 super stars in the database, and when you select a super star from the database it loads the stats for that specific super star and from then on out every function uses the values stored in the generic stat variables. The game doesn't care if you are playing as CM Punk, Randy Orton, or Big Show, because after the stats are stored in my generic variables who the character is no longer is an issue. Its how it uses those stats that effect the game play. For example,someone like Mark Henry would have very high strength stats, but his speed stats would be lower than average. Someone else like Daniel Bryan wouldn't have strength stats as high as Mark Henry, but because he is smaller, lighter, and faster he would have a higher speed stat. In this way you can play to a wrestlers advantages and have a match where speed verses brute strength would come into play. I've in fact played a few divas matches where these very factors made a big difference even though there might be a couple of stats different. In a match up between Eve Torres and Beth Phoenix Eve Torres is both faster and more athletic of the two. She has a greater success of pulling off acrobatic moves like moonsaults and flying headscissor takedowns. Beth Phoenix on the other hand might not be as likely to pull off the acrobatic moves, but because of her high strength stats she can put a lot of power into throwing moves like press slams, powerslams, suplexes, etc which will take their toll quite quickly if you are unfortunate enough to take one of Beth's infamous beat downs in the ring. The heck of it all is just a few different stats and we get a fairly different super star with advantages and disadvantages. Cheers! On 1/16/12, dark <d...@xgam.org> wrote: > Hi Tom. > > That's good to know, sinse I rather assumed the lack of it in audio games > thus far, ---- even in the more simple games that might stil bennifit from > such a feature was primarily due to coding trouble. > > Beware the gRue! > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.