: : At least one thing is false n that's a certainty, it's Azincourt not Agincourt. Else I firmly believe it's totally false.
: :
: : "Honni soit qui mal y pense !" ;)
: :
:
: Well, when I frist read an article(neither French or English), I was suprised with a usual meaning of that symbolic behavior. You know, in some countries that symbol is considered a "victory" sign, but in UK as much as I know it's very rude to show. You know, something that you take for granted and have no meaning whats behind it, and then got you really suprised (I think that Gandhi also used that symbol, but maybe I'm wrong)
: BTW, you're French, don't it? :)
: Bye
: Netom
Youaip ! :)
Maybe the sign is a some kind of very old esoteric symbol. Try the HP Lovecraft Necronomicon but pls dont invoke any weird thing. LOL It's also certain that there is a different meaning and story in different countries and times throughout the world. Question : how many semiologic figures can one imagine with 5 fingers ?
Hmm there is one game childs like to play when they have no other toy but their hands. No, it's not wrestling ! LOL Paper, scissors, etc... Maybe a good starting idea for a game play tip. But just take it as an example. Innovative game design sometimes starts with a collection of very simple ideas well put together. Think again of the creativity in the 80s 90s when the games were dev by a 1 or 2 hackers and a 2D artist.
A kind of Heretic game with some "good" game design tips could be a good solution for you all. There are a lot of tutorials and code available. A simple 2D grided maze could be very simple to handle collisions, occlusion through portals and path findind. Does anyone remember Dungeon Master ? Was a great game. AI can be nearly as simple as the ghosts in PacMan. Once again it's an example, but try to see the point. Make it good and simple at start then decorate.
Once simple bases are set, the production is nearly linear. It means that everyone can add a small piece of code or art depending on the time available. Ppl get a nearly instant reward for their efforts. Add a few tricks here, a new spell fx, a new monster model+AI, etc... And believe me, for beginners this point is the crux of the matter. Organize things in order ppl get motivated and keep lust and faith.
When a team wants to develop a totally new and ambitious game the production is never linear until the very end of the code dev and prototype tests. Then bigger levels, more rules are added but this still requires a lot of game play testing etc... and sometimes dramatic returns to the coal mine - changing big elts of the game design or code. Even professionals often fail. Either the fondations were not sound and simple enough or they just lack of time for testing before the release.
So always keep in mind GLOBAL technical simplicity and balance it with game design, game play creativity to keep the project attractive.
Isnt Diablo a success with totally outdated but handled technics and a weak scenario ?