Article View: alt.games.descent
Article #525Re: PARALLAX: things descent *really* needs (Motion detection)
From: qs... Quentin Shane Snow
Date: Wed, 01 Feb 1995 00:44
Date: Wed, 01 Feb 1995 00:44
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1813 bytes
: I think that sort of radar would inhibit the sneakiness of
: playing against another person. I think it would be slick if the larger
: levels had different "sections", they could be color coded, Red, Blue,
: Etc. Then when you accessed your map it could tell you where activity
: was taking place, like, "Movement in Red" or something. This way you'd
: get a vague idea where the other guy was, but you'd have no idea where in
: the section he was.
: Ryan
This would be KEWL! But it would be cooler if it only showed
activity if the other player is moving. ie. if they are still for
more than 10 seconds or something, activity radar is useless.
What would also be kewl is if you could project a holographic
type decoy in a room -- for ambushing purposes!
--
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Path: mbox-mo1.pugleaf.net!nntp.gmd.de!dearn!blekul11!idefix.CS.kuleuven.ac.be!ub4b!EU.net!Germany.EU.net! wizard.pn.com!satisfied.elf.com!news.mathworks.com!hookup!swrinde!ringer.cs.utsa.edu!qsnow From: qs...@ringer.cs.utsa.edu (Quentin Shane Snow) Newsgroups: alt.games.descent,comp.sys.ibm.pc.games.action Subject: Re: PARALLAX: things descent *really* needs (Motion detection) Date: 1 Feb 1995 00:44:50 GMT Organization: University of Texas at San Antonio Lines: 22 Message-ID: <3gmli2$lj9@ringer.cs.utsa.edu> References: <3gcgas$17a@classic.iinet.com.au> <3ggu02$7b1@scapa.cs.ualberta.ca> <paf4.5.2F2C0DBC@po.cwru.edu> <3gmhdo$q2o@pith.uoregon.edu> NNTP-Posting-Host: ring23.cs.utsa.edu X-Newsreader: TIN [version 1.2 PL2] MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit