On Fri, Jan 04, 2002 at 12:01:15AM -0800, Mark Wedel wrote: > Scott MacFiggen wrote: > > > Memory is cheap. Or at least, if it is a runtime option, you can elect to use > it if you have the cpu and memory to spare. Since the fog map already has that > information, it doesn't really use more memory to store the other spaces. I When I said it was memory intensive I meant if you had a mapview with actual scroll bars. That would imply the entire map is rendered all the time but only what was in the current viewport would be seen. Although if I were to implement it I would allow the user to move the viewport around and just re-render as the user scrolled around. That wouldn't take any more memory at all.. > > I read a game design book a while back that was pretty blunt on this > > subject. The book said it was bad game design to hide things from players. > > The basic idea was why put something in your game and then not tell > > the player about it.. > That is probably true. It depends a lot of if you think that knowledge > should be discovered or not. Of course, we could always do it both > ways and have some server setting that controls eg - if the server > admin disables the user from knowing that information, the information > is sent in the same form, just the damage and increments and so forth > are zero. If the server admin wants to share it, then the real values > get sent. The more configurable the server the better in my opinion. Customized servers would certainly make the game more interesting. -Scott