ExciteMike

ideas

  • Create a simple language for describing the behavior. The flash/DS/PC game can then parse that to determine what to do.
    • It can't make assumptions about screen size or shape, so we could
      • let it ask
      • always refer to screen locations in a normalized format. LaTex: \big(x,\,y \, --- http://meta.wikimedia.org/wiki/LaTeX_on_a_shared_host in the range LaTex: \left[0,1\right)\big) --- http://meta.wikimedia.org/wiki/LaTeX_on_a_shared_host.
        • what about non-square screens? The interpreter could keep the aspect ratio square, and leave extra space where needed.
    • Interpreting stuff within flash or on the DS is likely to be too slow. Plus, we want to keep scripts simple anyway, so algorithms don't actually belong there. Instead, we want the scripting language to be more declarative. Have it specify what the relationships are and configure them, but let the "real" code do the processing.
      • maybe it should look something like this
        CatParticles(locatedIn(Screen)) accelerate(toward(nearest(MouseParticle)), amount(CAT_ACCEL) )