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Re: Space sim in the works
Jiri Svoboda wrote:
Hello again, sorry for the delay!
Sorry. My mistake, my fault. I've seen your demo movie and now I have a
better idea about your flight physics. Beforehand made a mistake and
didn't explain myself clearly enough.
Hey, no problem :).
First of all, thanks for taking the time to make a so thorough analysis
:)). Second, you made your point very clear, I know what you mean.
The whole point of this awfully long text: Your game engine is
realistic. Your ship designs are not. As a consequence, the game in
whole is not realistic.
Whew! I hope that explains what I meant. So the claim "realistic
physics" on your webpage is right (even though the game as a whole is
not realistic) and I apologise for calling it wrong.
And remember: it's not important, how realistic a game is. The important
thing is, how playable it is.
About your conclusion, yes, the simulation is a lot more realistic than
the aesthetics presented, but IMHO that's not really what matters, as
you also say. Depending on what you want, you hve to balance a game
between more realistic and less realistic, so you can either end up with
a flight simulator like Flight Gear, which is highly realistic, or, for
example, something like LucasArts' X-Wing, which is not so realistic.
But then again, which one of those is more fun to play? That really
depends on the audience. What will make a game fun to play is exactly
what you said, playability.
So, for those space sim fans out there, that love Wing Commander,
X-Wing, and the works, it's probably ok to go along with flashy
aesthetics, and simulations that don't correspond to those, because
that's not really what those guys are looking for, IMHO. Our team has
that in mind, and that issue has already been resolved: we'll go for the
realistic simulations and "good-to-look-at" aesthetics.
Miguel A. Osorio.
SomniumStudio - www.somniumstudio.com