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Message from discussion Movement speed
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Graeme Dice  
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 More options Oct 20 2004, 10:29 am
Newsgroups: rec.games.roguelike.development
From: Graeme Dice <grd...@sasktel.net.NOSPAM>
Date: Wed, 20 Oct 2004 14:29:52 GMT
Local: Wed, Oct 20 2004 10:29 am
Subject: Re: Movement speed

Jeff Lait wrote:
> Joel <j...@none.nowhere> wrote in message <news:ckqtpm$mha$1@phys-news1.kolumbus.fi>...

 >One could likely

> emulate most complex speed systems by just randomizing the turn order
> everytime you iterate through the creatures.  To the player, it will
> be just as relevant.

You can't have played many Roguelikes with a speed system then.  You
could go play ADOM, where the difference between a speed of 95 and 100
is very noticeable when to try and run away from the village carpenter.

> To make a long story short: Start working on your content already.
> That is infinitely more important than the engine.

Content only exists in the context of the engine.  Without the engine,
you are simply throwing ideas out there that have no implementation.

--
"If at first you don't succeed, you are running about average."
-- M.H. Alderson


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