Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!samsung!rex!rouge!pa!wakres01 From: wakres01@pa.usl.edu (1712 Stelly John B) Newsgroups: comp.sys.amiga Subject: Re: Game vs Multitasking Keywords: Game Users Message-ID: <9143@rouge.usl.edu> Date: 30 May 90 03:29:50 GMT References: <7373@bula.se> <3871@darkstar.ucsc.edu> Sender: anon@rouge.usl.edu Distribution: comp Organization: Univ. of Southwestern La., Lafayette Lines: 57 In article <3871@darkstar.ucsc.edu> davids@ucscb.UCSC.EDU (Dave Schreiber) writes: > >In article mt87692@tut.fi (Mikko Tsokkinen) writes: >>In article <7373@bula.se> bjornk@bula.se (Bjorn Knutsson) writes: >>> [...] >>> >2. Should game multitask? >>> > there are few drawbacks: Copy-protection is alot harder to make and you >>> > very easily run out of memory. >> >>> Again, I wouldn't buy a game that won't let me multitask. I don't even want >>> programs that take over the display. Also, if your program is copy protected >>> I will hesitate to buy it. Word-in-the-manual, if done right, is OK. Any disk >>> based protection is out. >> I guess what you need to decide is who you are writing your game for. If you are writing for the average, one-drive A500 owner, then HD support, and having to reboot after use, etc. may not be a consideration. Although A500 owners are a large portion of the game market, they do not constitute a large portion of comp.sys.amiga, so get ready for lots of negative response. Personally, I understand your plight as a programmer, but I don't think you should base any of your decisions on how difficult it will be to crack your program. Anyone who has the know how to crack something like a Psygnosis game would probably overcome the non-multitasking barrier very quickly. I think you should make all of your decisions based on what will make your game more fun to play. >> And BTW my game contains fractal landscape and complex 3D objects, you >>seriously think 68000 can run it and some other programs simultaneusly? >>NO WAY MAN! > >Of course a 68000 can run it and other programs. It's not like the >chip is going to explode or something if you try it :-). Your game will >just run more slowly that it otherwise would (depending on how many tasks >are being run, how processor intensive they are, their priorities, etc.). >The choice, however, should be left up to the user; I personally don't >like being told what my system's capabilities are when the programmer has >no idea just what my system is. Oh, come on, you know what he means... the game would be unplayable on a 68000, unless it devotes its full attention to the game. But again, if you intend to sell your game to ANYONE other than most people who use their amiga primarily for games, you must make your program multi-task, that is a sacrafice most will be unwilling to make. Personally, I want games that multi-task, and are HD-installable (and if I ever finish any of the ones I'm working on, they will be) I understand that some things are easier to do when your program owns the system, and some are only possible in this situation, but when you start making assumptions about the computer you are running on, you will inevitably run into problems on some systems... But if you make a REALLY great game, I'll forgive all of its transgressions (UNless its got a VIRUS !!!) John B Stelly III wakres01@pa.usl.edu