Michael,
I don't know of a way to do it directly, but it seems that a good rule
of thumb is to figure on 6-8 hit points per level of the monster.
That seems accurate enough for most situations. Trained manamon are
harder to judge, but this seems to be the rough average. It seems to
vary by
Aaron,
Since I blasted you so badly on Psychostrike on list, I wanted to
comment here publicly about the game.
I played for about an hour this morning and managed to get into the
forest beyond the second town. I would have done better if I had read
the manual first, but I was pretty happy with
Phillip,
This is hands down, and by far, my favorite audio game I've seen. The
design is simple and elegant, the play is easy to understand, and the
strategy is amazing. I've only played 3 games of this, but I'm in
love. This is probably the game that the board game Stratego is
based on, and
>From the San Francisco Daily Listener's StumbleOver page
Today, Mr. Dark (no first name) and Mrs. Dark (no first name) were wed
in a mysterious ceremony in the First Church of Stereophonix here on
Telegraph Hill. Guests were each issued with a blindfold, a joy
stick, and a six foot paddle.
I know that all of our titles, available at www.valiantgalaxy.com use
a turn based system. The Tactical battle game also uses turn based
battle sequences. There's several more, have you tried googling
audiogames.net+turn-based+combat? Take care,
Jeremy
---
Gamers mailing list __
Bryan, the temptress is on the island with the hornets. it's an up
exit so you might not have noticed it. The assassin is in a hidden
room on the island with the wererats. If you need more help, email me
off list. Take care,
Jeremy
--
In the fight between you and the world--back the world!
Bryan,
There's several down exits in the village. You need to find a manhole
in the streets and enter it to locate the pit fiend. Take care,
Jeremy
--
In the fight between you and the world--back the world! Frank Zapa
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the
At the risk of starting this discussion over again, I disagree about
warrior/thief. However, rather than argue about it, I'll let it lie
beyond that comment. As to mechanics for either melee or backstab
being esoteric, I refer you to the articles on the web site that
discuss both issues in a lot
Dark's comments on Magic and CCG's brought up this as a possible
departure point as well:
Again, while it's not an RPG, Dominion is a deck building concept that
could be adapted fairly easily to an IOS environment and would lend
itself to a multi-player or versus the computer style game. You'd
Marty,
You might have a look at how the old HeroQuest board games worked.
That might be a model for a roleplaying game that might be a happy
medium between your dice/card/board game model of building and the
more in depth RPG that people would like.
The brief description is this: in the old
As to rpg's and replayability, I want to take issue with at least two
of your examples Dark.
Fallthru was replayable, but the essential shape of the game stayed
the same. Once you beat it, the general plan to beat it was the same.
Some locations moved a little, but the general challenges were
In response to Marty's post, I know that this is exactly the sort of
situation we have with Valiant Galaxy Associates. Our company
consists of two people. We began with a large project that took 3
years to get to commercial release and which is due to have an update
relatively soon in our
Jeremy here. I'm the design half, so i'm the stupid half as far as code goes.
Thanks for all the feedback. We appreciate it. As to Interceptor, as
Aaron pointed out, Interceptor has a plan to go forward which will
change the options for the game. One thing we want to do there is to
change up
It occurs to me that that might be exactly the same issue you were
having with monkey term as well. Just a guess though.
Jeremy
--
In the fight between you and the world--back the world! Frank Zapa
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
David,
Our games might fall outside what you're looking for, and we are
unfortunately available only on windows, but check out
http://www.valiantgalaxy.com. The games are inexpensive and easy to
play. Take care,
Jeremy
--
In the fight between you and the world--back the world! Frank Zapa
Grace,
As to players not giving out info, that's possible, though it doesn't
seem to be nearly as common as it once was. However, I'll freely
admit, I like to encourage people to explore myself.
However, that said, there's a number of ways to handle your navigation issues:
1. One friend of
Justin,
Everyone is entitled to their opinions. I'll address some of my own
responses to yours below. Sometimes, it's a matter of your play style
or your expectations. Coming from a long term roleplaying game
background like Dark, a mud is never going to live up to my own
personal standards of
Just for a little balancing opinion here. I've been playing Alter for
10 years now. I have phases where I go play other things, or get busy
rl, but I usually come back.
I've found the easiest two ways for me to get re-interested in playing
are to either a. start a new character from scratch
I have to second Dark's comments about the game. I had no problems
downloading the zip file, and it is a fun game. I wish the town
information didn't scroll so much, in larger towns, I was reduced to
guessing about where shops were as most of the buildings I could see
were shacks:)
Still, it's
Denny,
Most times shop keepers won't buy most things. Potions are
specifically banned, I believe, from being bought from players. Some
players sell potions in shops, and you might be able to arrange with
the owners of such a shop to supply them with your potions for a share
in the profits.
Ron,
There's six classes in Alter Aeon:
mage: elemental spell slinger and artillery
Cleric: healer, protector, buff caster and able to curse enemies
Thief: stealthy, light combat, able to use shadow disciplines to walk
from one point to another, hide in shadows on their own plane etc
Warrior:
Dark,
Alter Aeon actually has closer to 45,000 rooms last I checked the
world stat command. The average area there is around 100-200 rooms.
Most of the truly large areas are actually smaller 100-200 room chunks
hooked together.
As to Aardwulf, I agree. It might be huge, and I know it is, but
Ann,
There's several sites and processes for downloading new puzzles in the
documentation for the game itself. Apparently the Guardian recently
changed the way their online puzzles are formatted, but the game can
handle this with some tweaking. Ian sent out an email about it not
too long ago.
This might be a good place for an article for A.A.'s web site, but
here goes some thoughts:
1. While things are still in flux, the areas near Ralnoth, especially
the areas directly east of the town and directly west of the town are
less scary than some farther out. Wallachia for instance west of
Danielle,
Everyone's input is welcome. My only objection is to the idea of
limiting the message. With the possible exception of audio, none of
the proposed formats have necessarily been a big expenditure with
volunteer help from the community. We have at this moment roughly the
following
Dark,
All good points. One thing that has been left off this calculation is
not burning a CD at all. If we went this route, having an alternative
format oculd be as simple as a business card with a web address. Go
there, read the leaflet, or have it read to you. Have links to
developers who
Dear all,
First, braille is a format that I use whenever possible.
Second, not all visually impaired people do so.
Three, the blind community is very quick to complain, loudly, about
inaccessibility of governmental documents, business materials,
restaurant menus, and other forms of media used
John,
All good points. One of the things we need to do once we have a draft
in hand is then organize how we're going to accomplish the goal.
There's parts of this, that like you, I'm not sure exactly how to
pursue, but, given the knowledge base we have on list, I think we
either have the
Thomas,
Hence the subject heading. I think you're right. While we shouldn't
limit such an attempt to just blindness awareness organizations, we
shouldn't limit the message to just braille either.
Eleanor, excellent. That's a good thing to have multiple checks and inputs.
Braille folks: While
Dark,
If others are game, I'm totally game for trying this. I can't promise
that our company can contribute a huge amount to the cost, but we'll
do what we can if others are interested. I also can help with the
writing/editing of any material: got to put this almost PH.D. in
English to use
Dark,
I understood your original intent, but I think you misunderstood mine
somewhat. What I was proposing was just such an introductory
pamphlet. It would be defrayed by a consortium of developers,
distributed free through the organizations (assuming they would do so)
and would have a list of
Dark,
I think we're actually meaning roughly the same concept, just coming
at it differently. If I were to write such a beastie, I would want to
be as large and inclusive as possible. First off, as you point out,
different tastes run to different games. Also too, if I understood
your original
Thomas,
I see your point. It's a very good point as far as it goes. Perhaps,
what is needed, would be a different approach to the problem. Many of
the blindness organizations, as well as those that do work with the
visually impaired, such as the Lions, and others, use email
newsletters or web
I know when Aaron and I set out to design Interceptor, one item I had
wanted to use was recorded speech from other fighters in your
Interceptor wing and have that random chatter be something of a back
ground event that would add to the realism of the game.
However, we considered our options and
Dark's suggestion of an informational blurb or pamphlet is the place
where a number of developers could come together directly. If we
formed some sort of organization of our own, that worked with, and/or
through the more politically minded organizations, it's possible they
might take more notice
...
Today's Topics:
1. chess or mahjong (Jeremy Brown)
2. Re: chess or mahjong (dark)
--
Message: 1
Date: Thu, 11 Jun 2015 12:23:56 -0500
From: Jeremy Brown tyr...@gmail.com
To: gamers gamers@audyssey.org
Subject
I actually went and researched Mahjong in response to this topic.
A lot of the complexity of coding such a beast would be your
definition of what Mahjong is.
There's apparently a number of different variations ranging from
relatively simple to immensely complex. Our card game Rummy is based
on
Announcing Yellowbonnet from Valiant Galaxy Associates
We are happy to announce the inauguration of our new line of
minigames. These games will be priced inexpensively and allow us to
explore other genres and time periods from our main line of Valiant
Galaxy products. Fresh from the amazing
Dark,
I played with Telnet on Jaws, and I can assure you, it probably wasn't
any better than Supernova:) It was a pain, I often missed things, and
it was tricky. Using a client helped some by providing better alias
control and some triggers, but essentially, I had something of the
same
Dark,
You're not the only person to notice or be bothered by this trend
either. As a regular player of Alter, I find the mush-z user's
assumption that everyone is a. using mush-z or b. wishes to have the
numerous sounds included in the game's sound pack disturbing. I began
playing Alter on
Edward,
There's a pretty devoted crew of Linux users on A.A. One of my
clannies for instance uses Tintin on his Linux system. I'd suggest
using telnet to connect, ask on gossip or bovine for suggestions and
help, and you might get a solution to work arounds or the like if they
exist. Might not
Mist? lol!
I played those with my ex-wife and a friend of ours. I remember there
were times when it was tricky to get set up right to pick up things,
though my memory might be faulty in this regard. The real thing that
made Mist very impressive was that the puzzles were very difficult and
.
Cheers!
On 4/29/15, Jeremy Brown tyr...@gmail.com wrote:
So, I read the documentation, and I've played one game. Admittedly,
that's a small data sample, but I want to make the following
observations:
1. The game sound design and the game play are very nice. The hot
keys are for the most
So, I read the documentation, and I've played one game. Admittedly,
that's a small data sample, but I want to make the following
observations:
1. The game sound design and the game play are very nice. The hot
keys are for the most part very intuitive, and the movement and menu
systems all work
First, to all of you that have responded thus far, thanks for actually
responding.
I'm going to address the issues in one mail to try and save time and space.
As to Charles' comments that criminals are by definition anti-social
and the name of the game basically implies what to expect, agreed
Dear Aaron,
I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play. However, I do think that this sort of
decision
I played Aardwulf a couple of times over the period of a year or so.
I liked its newbie area a lot. It was very developed and gave a lot
of information to the player in a manageable format. It has races
which makes some people happy. The quests were fun, and as some have
said, they're not all
As to minis, that was something we edged into using. Two of my
players liked having them, the rest of us didn't care that much. DD
3.5 tries to heavily encourage use of minis in the literature, but
it's not necessary at all. As you noted with Mutants Masterminds,
it's not really necessary, and
As to table top rpg as a blind player there's a few things. First
I've used GMA dice extensively as well as a PKB dice program that
Aaron aka valiant8086 wrote and that is available at his home site
http://valiant8086.com I believe it's under pkb projects.
For character sheets, I, like Dark,
FYI, some of these games are popular with a geeky set of the blind
community as well. I have brailled Dominion and five of its
expansions. I have a sixth sitting around waiting for me and as
someone put it, my sighted minions, to work on. I just used a braille
writer and didthe work myself,
Ishan,
If what I suggested earlier isn't working, it's possible (especially
if you're using windows 8) that new Microsoft security patches are
interfering with the game. Putting your screen reader to sleep for
the tks application. I'll notify Aaron in case he has other
suggestions.
Jeremy
--
Valiant Galaxy Associates is happy to announce version 5 of Traders of
Known Space. This version incorporates a number of player convenience
changes, as well as addressing some minor issues. These include:
1. X and Y axes have been fixed. X is now horizontal and Y is vertical
as expected.
Ishan,
Planets can only be opened when your ship is positioned on the planet.
You have to use shift plus an arrow key to move the ship. At the
beginning of the game, the ship is positioned on the planet Earth, and
you can open it by hitting enter. This information is also available
in the
Interceptor is a menu-driven space fighter simulator. It consists of
ten levels, and you must deal with various types of ships. There's
two versions, a quick mode in which damage to your fighter does not
have any additional effect in most cases. In normal mode, if systems
are damaged they
Dark,
As to TKS this is the original post that I sent to the list the same
night I posted on Audiogames.net. It's finally escaped durance vile
(Thanks Thomas).
As to Interceptor, there are currently two types of drone ships, 3
types of manned fighters, a tanker ship, a command and control ship,
Keith,
There's two forms of notation. Algebraic notation is easier to
fathom. In algebraic the files are lettered a through h from White's
queen's rook right to white's King's rook. The ranks are then
numbered from 1 to 8 counting from white's first rank. So a move of
pawn e2-e4 is king's
The underground chess tournament is a really old area on Alter Aeon.
The moves are set up using very old door opening code to make things
happen. It's a relic from a more primitive age of building. If the
audiogames.net walk through no longer exists for some reason, anyone
who is interested can
Thanks Dark for cross posting. My apologies to the list for a double.
Thomas has our company site on moderated status still, so another
message will be coming soon. I was afraid that TKS might get compared
to Smugglers as well. I only became aware of the existence of
Smugglers about two weeks
Steven,
Monkey term supports cyber assault, and one of the game's admins was
working on a sound pack for it. You can download the client and I
believe the sound pack at http://valiant8086.com it's under games,
under muds iirc. Good luck.
Jeremy
--
In the fight between you and the
Thomas,
As to the reasons you gave for not wanting to take on another task at
the current time, fully understood. I don't expect anyone to drop
current projects or hop to my command (nice though that might be, it's
horribly unrealistic). However, I haven't seen much discussion of
such
Since a number of people haven't encountered Risk or a clone of it, I
thought I'd describe it briefly. Also, I'd like to thank everyone
who's sent me suggestions both on and off the list. It's much
appreciated.
Risk is a game for 2-6 players played on a board with 42 countries.
These countries
Milos,
Risk is actually adaptable to play by someone with a visual
impairment. Your sighted friends have to be willing to help you with
moves and the like, but once you understand how the countries hook
together, you don't need sight to play it. I began playing Risk when
I was all but totally
I don't remember seeing one, but you might search for Spite and
Malice. It's the same game but played with regular playing cards.
Jeremy
--
In the fight between you and the world--back the world! Frank Zapa
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send
Thomas,
I don't see any reason why a keyboard input couldn't replicate this.
Have different keys for different movement speeds. If you
incorporated some form of fatigue to make different movement rates
more advantageous in certain situations, it should be at least a
comparable problematic even
Dark,
Nod, I know it doesn't work quite the same way the way I outlined.
However, the programmer can introduce uncertainties into the movement
to somewhat replicate this portion. For instance, in our current
first project Interceptor, although you can select or input a distance
you wish to
Dear all developers reading the list:
I do not wish to cast stones. Developing games for blind players is
difficult, time-consuming, and takes a great deal of thankless effort.
Few it any developers reap much other than the satisfaction of
knowing that their games are played and enjoyed by a
Dark wrote:
Again both fatigue in movement and uncertainty in amount moved are mechanics
that would work extremely well in some games, indeed I can see how in
interceptor that will make for an interesting battle element, but not really
for action games to replicate mainstream mechanics,
Kara,
This is a tricky one, but I'm not convinced it's completely
impossible. Having the ship move around the edge of the screen with
the arrows would simulate (roughly) your circular movement around the
tube. While pitch and volume are the usual targeting indicators in
the audiogames I've
Dark,
I guess that pale imitation comment did come off as overly critical.
I have to admit though, that for me, the patterns to Entombed levels
grew monotonous after a while. I would have liked some challenges
such as traps or pits or role playing encounters besides the
inevitable varying of
I agree that game menus several levels deep are very annoying and do
slow down play. Sometimes too, hot keys are not as obvious as I would
like. Your suggestion for eliminating some of this problem is a good
one, and I think worth considering. Another would be to assign
keyboard commands to
Thomas,
Not a perfect solution, but perhaps this is a place where that reverb
idea would come in handy. Flat nonreflective sound for a whole
shield, lot of echo for a hole. It's somewhat similar to what I
experience walking along. If a wall or fence or other obstacle is to
one side, that area
Hi Dark again,
You said:
My point on social events was simply that there were more factors involved
especially with the popularity of games like monopoly. It is quite possible
for a game series like mega man, which never even featured a score system to
become extremely popular on mechanics
Hi Dark,
Responding below:
Dark said:
interesting thoughts, however one fact which distinguishes those games from
a lot of computer games is that they are exclusviely uniquely social events.
(end of quote)
Agreed, however, the question was about the nature of good game design
versus mere
I wanted to respond to Kara's points about popularity. While Dark
addressed the capitalism's pushing of one system over another equally
good system, I think there's another aspect to consider.
Kara wrote:
I think most of us would agree that regardless of what we ourselves,
like, that how
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