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Article #910Re: Hackenstein
From: Secret Mud
Date: Mon, 31 Aug 1992 12:38
Date: Mon, 31 Aug 1992 12:38
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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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Path: arc1-ca.pugleaf.net!sparky!uunet!uunet.ca!geac!zooid!ron 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 Lines: 34