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Article #302

Re: Quake programmability

#302
From: SCu... Scott Cutler
Date: Tue, 14 Feb 1995 05:51
32 lines
1955 bytes
In <D3x53...@undergrad.math.uwaterloo.ca> 
rjva...@cantor.math.uwaterloo.ca (Rob Vanden Heuvel) writes: 

>
>I think that a fantastic way to handle Quake's programmability would be 
to make
>it an option to have differences between individuals.  Allow me to 
elaborate.
>
>In Doom et al, all players must share the same WAD and PWADS.  They 
must also
>play with the same version of Doom etc.  So essentially, all players 
end up
>playing with exactly the same weapons.
>
>What would be interesting is if this continuity did not have to exist. 
 Quake
>would be an excellent platform for this since it is to be so 
modifiable.  Each
>player could (if they so choose) program their own weapons.  Naturally 
there
>are limits.  Id could try to ensure that every bonus that a weapon had 
(range,
>damage, speed) had a drawback (speed, range, damage).  That would help 
to keep
>things somewhat even.
>
Sounds a little like another (totally different) game I have, Comet 
Busters.  You can control aspects like thrust, bullet speed, shield 
power, rotation ability, and max speed.  However, if you move one slider 
up, the rest go down.  It's a neat feature.
Scott CUtler SCu...@ix.netcom.com
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From: SCu...@ix.netcom.com (Scott Cutler)
Newsgroups: rec.games.computer.doom.misc,alt.games.quake
Subject: Re: Quake programmability
Date: 14 Feb 1995 05:51:48 GMT
Organization: Netcom
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