Hey m00t,
Thanks for the bit of education. But, I guess I should point out a few things.
1) I brought up the engine design legacy versus non because they are relevant to the ease at which a developer can employ procedures. If you have a game engine heavily encumbered with particle effects, physics, model deformation, etc, etc... people become fatigued and sometimes forget to concentrate on other aspects of realism.
2) The Doom characters *ARE* bitmap mapped based then converted to a sprite(much like an animated gif image) then moved along the background or map.
3) the movement of walls and floors.. well, I'm not techinically proficient with game design language, but as you said I remember a term called scaling. A procedure which allows a designer to rotate an image on an "X" and "Y" axis or zoom in and out on "Z" axis hence, movement as you say.
4) Okay, maybe the Doom engines had no polygons, but vector graphics and scaling utilized the same principle of moving a static object along it's axis. in the case of Doom, a large image map is basically the same as moving a solid object around. WHICH is in the family as a single Polygon stretched into the shape of a rectangle or box and manipulated.
Then Quake changed the dynamics of the doom legacy to polygon based objects which move more fluid.
5) Doom, Quake, and Quake 2 yes you're right, used triggers... if you want to count that as scripted be my guest? I don't, at least no in the sense that the entirety of using code is on big script. and Quake 2 on a few of the monsters deployed AI on a miniscule level.
As for your rendition on the difficulty of setting up a non-linear or dynamic environment. I don't buy it. It does take time, I grant you that. Money? that's debatebale because that's dependant upon how the team chooses to preplan the story and who's included at the thought level. But, it is doable. Bureacracy creates the problem in my opinion. Resulting in the programmers throwing their hands in the air voicing: "It's not doable in the current time constraints!" That's why some Bot(s) AI looks good and some doesn't.
AI that selects multiple targets through choice, or ducks, takes cover, focuses on a specific key holder. All this is being done , but the right people are at the wrong places somtimes. As for id "Oh well??" I'll give you some examples of some rather decently evolved Co-Op, albeit dated now: Hidden & Dangerous 1, MOHAA, and a few bargian basement titles Dirty Dozen. And I'm sure it was quite a feat. But, these titles came out and were rather challenging and I don't recall any substantial delays, dodging or many complaints in making these titles???
Over all 'm00t' I am a better Artist than a programmer. I understand some aspects of programming, but I really don't think I can competently compete with the big leagues unless I was in a position of Project Lead. Then I would be kicking asses and taking names.
5) This is just getting too lengthy and too tiresome to debate.
This comment was edited on May 14, 13:28.
-The Dude-
Vic B.