[Kde-games-devel] Improving theme authoring for kgoldrunner

Matthew Woehlke mw_triad at users.sourceforge.net
Thu Nov 5 19:14:03 CET 2009


Arturo Silva wrote:
> Matthew Woehlke wrote:
>> Indeed. For whatever reason, KGr takes after Pacman as one of /very/ few
>> games where you keep moving in the absence of any inputs. This always
>> drove me nuts also. (In the Sierra version you don't keep moving
>> constantly. I wouldn't know about the Broderbund version, having never
>> seen it.)
> 
> Actually, Ian does have a point, its very likely that the original did have
> perpetual movement and would at least explain why I was quite scared to play
> it since my reaction times were (and still are to some extent) quite slow.
> If anything, its possible that most of my memories of the Atari 8-bit
> version were of me watching my older brother play it and sharing all the
> anxious moments of whether the "hamburger" (what the coins looked like in
> our screen) was underneath a fake tile or not (because if it wasn't, we'd
> have to say goodbye to 6 hours of gameplay).  :P
> 
> That being said, seeing as I really loved the Sierra version, I would at
> least propose one technical change, and that in addition to the current
> Mouse Control and Keyboard Control, we'd add a third Keyboard Control for
> ondemand movement similar to the Sierra version (and most other modern
> adventure games).  The existing one could be called "Keyboard Control -
> Arcade" and the proposed one can be called "Keyboard Control - Precision".

That'd be fine. I was rather thinking 'don't stop' would be optional anyway.

I'd like to point out for the record that 'stop when not holding a key' 
is closer to the described joystick control, however ;-).

-- 
Matthew
Please do not quote my e-mail address unobfuscated in message bodies.
-- 
Sorry, fresh out of .sigs. Maybe tomorrow.
(paraphrased German saying)



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