h a l f b a k e r yGo ahead. Stick a fork in it.
add, search, annotate, link, view, overview, recent, by name, random
news, help, about, links, report a problem
browse anonymously,
or get an account
and write.
register,
|
|
|
|
You could also call it "bread." |
|
|
Call what bread? The idea? |
|
|
Bread crumbs. I was going to call it a crummy idea, but thought better of it. |
|
|
Most game developers would love to implement something like this, but basically it doesn't happen due to the limitations of current systems. Ever notice that dead bodies never stick around very long in shoot-em-ups? Same problem. |
|
|
Essentially, every "item" (including notes, bullet holes in the wall, wrecked vehicles) contributes to the CPU and memory load of running the game. 3D games are already CPU intensive, so adding a feature like this would gum up the whole works to a certain degree. |
|
|
Hopefully Moore's Law will help us in this area soon. |
|
|
[krelnik] I doubt it if something like an adventure game has this problem. motion is much slower in these environments. Its definitely not the memory problem. But in other games such a Quake you are absolutely right. and thats why dead bodies dont hang around in quake. |
|
|
Wasn't Zork a text-based adventure game? The problem with many of those was that you were only able to see the objects that were in the same location as yourself. I think later games allowed you to LOOK NORTH to get a description of what was in that location. |
|
|
However, if I remember correctly a common element in those text-based games was a desert, maze (often of maise IIRC), open sea or some other environment where many of the locations looked the same, and rather be able to map a normal route, you had to find a combination of moves to escape. i.e. North, North, East, West, East might get you out despite the non-sensical EWE manouever. |
|
|
<tired-blurr>Hopefully that made sense, last night was a heavy one, and the topic was confusing to start with</tired-blurr> |
|
|
I also disagree with krelnik's reasoning. This is not a significant computational or storage problem. It just doesn't take all that much memory, time, or space - if it does, fix the architecture. |
|
|
I really enjoyed the way maps developed on the screen in nethack/hack/rogue, providing both a map and an indicator of where one had already been. |
|
| |