Quote from: GarageGothic on Sat 17/01/2009 12:49:33
Scavenger, you are aware of SteveMcCrea's 3D module/plugin, right? I would think that much more suitable for basing an adventure interface on, integrating well with AGS script/events. It supports true looking up/down, plus you can build quite sophisticated architecture. Oh, and it allows camera scripting too.
What makes dkh's module unique is in my opinion its focus on FPS style gameplay promising built in AI, handling of projectile interactions plus an easy to use level editor.
I am aware, yes. But 2.5D level editing - and design - is a lot more economical to create games with, and personally I prefer it*. But - even with that in mind, being able to use what I mentioned in an FPS would bring a new level of depth into those kinda games, too. After all, what's better for immersion than having more than one layer of gameplay? With customisable AI, you can have enemies that run away at low health, or try to kamikaze you, or rush up and attack with a melee weapon.
Yes, with this plugin you get to shoot enemies, but then you can make games that are more than that. Being able to use it only for Wolfenstein 3D style shooters seems somewhat limiting. 2.5D first person rendering, projectiles, and enemy AI is only one aspect of a good FPS

Think of the potential it could have for everyone, including the people who want to make shooty FPSes! The more that's hardcoded, the less potential it will have for everyone.
*Aesthetically, I mean, It's like preferring making 320x200 256 colour games to 32bit 3D games in whatever resolution. Y shearing, no problem. There's just something endearing about the way it's rendered.