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Old 07-30-2013, 11:23 PM   #111
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Quote:
Originally Posted by AustinChief View Post
So, I've been thinking about the way games have to be read in play by play mode. That is going to be a pretty serious limitation to getting a more widespread audience for the product. If it is at all possible, it would be much much much cooler if you could have a "game cast." It actually wouldn't be that hard to do using HTML5 canvas and some rudimentary icons. You wouldn't even need to program in time delays(which can be a pain) instead just make the user click "forward/back" through the plays and watch them unfold on the canvas.

Would definitely make the game experience more exciting and suspenseful.
The HTML5 canvas part isn't that big of a deal. But now you have 22 bodies that you need to track in a very specific way during a play. Instead of maybe 10 that you only had to track in a general way. The simulation that you need to do to support an animation is probably 5 to 10 times more detailed than the one you need to run to support a text based simulation. So 5000 lines of code for a text based simulation becomes 30,000, plus the animation code. It can be done, but it isn't at all trivial.
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