> If anyone out there has input into game development, PLEASE try to make
> REALISTIC space flight and space technology part of it. As game-addicted as
> I used to be, a certain turn-off to me was and is the Star Wars and Star Trek
> style of "whoooshing" airplane-like space flight depicted in most space-based
> or space-connected games.
That is the one great thing about Asteroids: it gets zero-g maneuvering right,
at least for a vehicle with intermittent thrust. A constant thrust vehicle will
in fact behave more like an airplane, though not to the degree that most video
games presume. I have the collection of great old arcade games (Asteroids, Tank
Commander, Space Invaders, Pong, Tail Gunner, etc.) on my home PC and enjoy
blasting away for no cost what I once spent untold amounts of quarters to play.
I also remember programming into my dad's Texas Instruments calculator the lunar
lander program around age 7 or 8, running my own lunar descent in my cardboard
box LEM with the TI 'instrument panel' displaying my rate of descent and
altitude in response to my thrust inputs. The walkie talkie communication with
'Houston' (mom baking in the kitchen) completed the illusion, though I was
positive that Houston never told Neil Armstrong to come in and wash his hands
and face if he wanted a peanut butter and fluff sandwich...
This archive was generated by hypermail 2b29 : Mon Oct 02 2000 - 17:34:53 MDT