JN> down a whole bunch. The ideas in Duke are pretty cool but not
JN> groundbreaking, i'll show you some ideas that I've come up with (not
JN> all are possible, maybe) to prove you don't need to be some creative
JN> person (although I DO think I am creative) to come up with some stuff.
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NS> Well, Jeff, you may have heard this already, but talk is cheap. Some
NS> of the suggestions are interesting, I'll grant you, but remember what
NS> the game is:
NS> 1) Evil aliens take over
NS> 2) Duke hates evil aliens
NS> 3) Duke kills them all
NS> 4) HE DOESN'T SNEAK AROUND!
NS> Gotta speak frankly to you man - as a fellow programmer. I know it's
NS> tempting to shove 50 ideas in front of Todd and Joe and say "OOH,
NS> LOOK!" But, if you can't back up most of it with code (which you
NS> can't), you simply end up giving the development teams a dull headache.
NS> Just for background info, I'm a Project Leader working on a game that
NS> you'll probably see soon in a store or on a BBS. I've had friends I
NS> didn't even know screaming 50 completely whacked out ideas to me
NS> without even knowing what our game engine supports!
NS> The guys at 3D Realms have a nice thing going! Don't frustrate them
NS> any more than good old coding already does. (But, hey, that's what
NS> coding's all about!)
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Thank you for finally explaining the situation from the standpoint of
a programmer. Most people flame the programmers for not putting
this and that in their game, but what they don't realise is that
saying and doing are two different things. The day when you can put
ANYTHING into a game will be a glorious day, but it is often difficult.
People take programmers for idiots. Do they actually think that you
are THAT short on ideas!?! Of course you've thought most of the ideas
people tell you, but sometimes, current coding techniques are just
too restrictive. Anyway, once again, thanks...
... "42? 7 and a half million years and all you can come up with is 42?!"
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