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Article #910

Re: Hackenstein

#910
From: Secret Mud
Date: Mon, 31 Aug 1992 12:38
34 lines
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From: urbndv8@ucscb.UCSC.EDU (Bleeding Rivets)
>
>In article <713975014.17374@zooid.guild.org> ron@zooid.guild.org (Secret Mud) writes:
>>
>>But after playing it for a little while, didn't your soul ache for the really
>>wonderful games that could have been done with the graphics/sound engine?
>>
>What my soul aches for is Nethack with a Wolf3d front end ....
>
>Unfortunately it might be difficult to fit into anything even _near_ 640K
>for DOS.  (for the code, never mind the data files).
>You would probably want a couple of dozen images per monster, too; 16
>rotations and 3-4 attack images and some running images too.
>The best way to go for that would be to make little clay figurines,
>photograph them with an electronic camera and convert the images.
>Or is there an easier way to go with some kind of solid modeling program?
>
>So any thoughts on this, anyone?
>
>urbndv8@ucscb.ucsc.edu
>

Why not use a 32 bit extender?  (Or at least a 286 extender if you're
squeemish about chopping off anything below a 386sx.)

Don't forget the multiplayer options.  (Modem links might be a bit dodgey even
with minimum data transfers, and sync'ed 'random' number generators.)

One thing about using figurines or clay figures, is that you could cheat a bit
on the light source.  Hang one where you want it to be.  (It would increase
the graphics processing, but imagine a fireball streaking down a dark
corridor.  Ultima must do that, have to give it a try.)

 - Ron Sharp.
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From: ron@zooid.guild.org (Secret Mud)
Newsgroups: rec.games.programmer
Subject: Re: Hackenstein
Message-ID: <715264681.12850@zooid.guild.org>
Date: 31 Aug 92 12:38:01 GMT
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