[CF-Devel] Client/server protocol enhancements.
Scott MacFiggen
smurf at CSUA.Berkeley.EDU
Fri Jan 4 16:05:04 CST 2002
On Fri, Jan 04, 2002 at 12:01:15AM -0800, Mark Wedel wrote:
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Scott MacFiggen wrote:
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Memory is cheap. Or at least, if it is a runtime option, you can elect to use
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it if you have the cpu and memory to spare. Since the fog map already has that
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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..
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> I read a game design book a while back that was pretty blunt on this
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> subject. The book said it was bad game design to hide things from players.
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> The basic idea was why put something in your game and then not tell
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> the player about it..
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That is probably true. It depends a lot of if you think that knowledge
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should be discovered or not. Of course, we could always do it both
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ways and have some server setting that controls eg - if the server
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admin disables the user from knowing that information, the information
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is sent in the same form, just the damage and increments and so forth
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are zero. If the server admin wants to share it, then the real values
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get sent.
The more configurable the server the better in my opinion.
Customized servers would certainly make the game more interesting.
-Scott
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