"Dreadnought" is the name I coined for an example
game design in 1995.
It's been intended as a setup for real-time first person perspective
virtual reality walktroughs, to be used for client-server based
multi-participant interaction. In smaller words, I tried to catch a
mood and create a mental image that was supposed to serve the
There has been a draft of the related book available last year, in
addition to some other stuff. It'll be back sometime this year.
Right now, if you haven't seen the stuff in 1995, you're best
off simply ignoring it.
- ease immersion/suspension of disbelief
- allow for simple immediate action as well as complicated gameplay
- provides somehow the essence of a certain genre
with public PGP key
1995-1998 by author. All rights reserved.
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