I'm not sure, but I think I might have the ancient concept demo around here 
somewhere... Heh. If enough people want it I can upload it somewhere.

----- Original Message ----- 
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, January 15, 2006 5:37 PM
Subject: thanks, James - Re: audyssey: demo of monty


> Monkey Business started out to be a concept demo?  Based on this, any
> thoughts on the concept demo you currently offer?  Also, thanks for the
> explanation on why raceway hasn't, and this is the key word, yet!, been
> released.  It lends insight to those who did not know how you do things. 
> I
> think there are two sides to the issue from the standpoint of game 
> players.
> If you had released the games as they were, I would think, "Sheesh!  I 
> paid
> money for this?  It's not what I figured it would be.  It sort of reminds 
> me
> of Grizly Gulch.  There's no replay value.  I don't think I'll be buying 
> any
> more of this guy's games based on this one."  If the game doesn't come 
> out,
> and I wait and wait and wait, I'm thinking "Where's! that! game!!  It's 
> been
> 2 years since I ordered it!  Jeez!"  When the game does come out, I think,
> "I'm glad I waited!  An awesome final product!  I think I'll get the next
> one when I can.  It'll be worth the wait.  I know, because this one sure 
> was
> worth it."  I do hope others see it this way.  Thanks again.
> ----- Original Message ----- 
> From: "James from Alchemy" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Sunday, January 15, 2006 3:14 PM
> Subject: RE: audyssey: demo of monty
>
>
>>
>> Hi, Figure (or, was it Sarah?  Can't recall..)
>>
>> Well, I think maybe a lot of time away from the community and the lack of
>> pressure by developing behind-the-scenes is potentially the only thing
>> that
>> could give me enough time to become genuinely re-interested in it.
>>
>> While I owned ESP Softworks, I really went out of my way to be an active
>> member of the community and I was pretty visible.  Once I started 
>> Alchemy,
>> I
>> wasn't so visible or available.  Both ways about it had its own set of
>> problems.
>>
>> Part of my problem with the games is that I tend to not know when to stop
>> adding onto a game because every time I see the opportunity or potential
>> to
>> improve what I'm developing, I do it.  It makes the product better, but
>> unfortunately, drags the release on and on and on..
>>
>> For example, when I wrote Monkey Business, it was never intended to be a
>> game.  It was only supposed to be a single area where people ran around
>> and
>> caught monkeys.  Basically, an accessibility test.  The beta testers did
>> extremely well with it and so I began adding all sorts of things onto it
>> until I realized that, out of nowhere, I had this game.  I was even told
>> that after what it'd evolved into that I'd *better* release it because
>> otherwise they'd never know how the 'game' ended.
>>
>> Likewise with Monty.. the original idea was simply to make an accessible
>> version of the old classic, but has since then has become much more.  The
>> original game only had a handful of monsters--spiders, skulls, and
>> snakes--and, aside from the rolling skulls, the only other moving element
>> in
>> the game were the conveyor belts (which moved you).
>>
>> Poles, ropes, gems, conveyor belts, platforms, electric fields, swords,
>> fire
>> pits, doors, keys and torches were about it for the game.  The game play
>> was
>> rather simple.. jump over the monsters, grab gems, and find keys to open
>> doors.
>>
>> If you've read through the manual, yet, you can see that my simple
>> accessible conversion has turned into another major incarnation.
>>
>> With Raceway, sure I could've stopped with keyboard control and stereo
>> sound, but after seeing steering wheels with force feedback at the store
>> one
>> day, I decided because it was possible that I would add it.  And, because
>> it
>> was possible to make it graphical at the same time as accessible, I began
>> adding that, too.  I mean, why just push a key to start the car and steer
>> back and forth with the arrow keys?  We already have that with Jim
>> Kitchen's
>> Mach 1.  I'd rather push a button on the steering wheel and feel the
>> engine
>> start while holding onto the steering wheel, feel the weight of the car
>> pull
>> the wheel through turns, it moving back and forth against your grip while
>> you're spinning out, or slam to the side in a head on crash into a wall.
>> Analog gas and brake pedals.. that's what I'm talking about! *grin*
>>
>> And, as those ideas were implemented or began being implemented, I 
>> updated
>> the product page and described the new features in the update list.
>> Needless to say, Raceway became something very complex and wasn't a
>> project
>> that Adora was likely to finish or finish well at the time, so after
>> requests from several customers for me to take it back and finish it the
>> way
>> it was meant to, I did.
>>
>> Of course, things occurred during the time I didn't have it.. like Max 
>> and
>> Monty.
>>
>> Anyway, that's just the way I work.  I can apologize over and over for 
>> it,
>> but that's just the way it is.  It's not like I'm a fly-by-night 
>> developer
>> who came, promised the world, and then took off with everyone's money.
>> I'm
>> still here and I'm still developing on a promise made.  And, that's the
>> only
>> promise that can be counted on.. that whoever orders a game from me will
>> get
>> the absolute best I can give and they will receive it.  As to when, 
>> well..
>> buy a Magic 8 Ball from Wal Mart and they can ask it. *smile*
>>
>> - James
>>
>> -----Original Message-----
>> From: [email protected] [mailto:[EMAIL PROTECTED] On
>> Behalf Of FigureInTheCloak
>> Sent: Sunday, January 15, 2006 12:58 PM
>> To: [email protected]
>> Subject: Re: audyssey: demo of monty
>>
>> I'm really, really, really sorry to hear that all the bitching on this
>> list
>> has caused your spirit to no longer be in the creation of accessible
>> games.
>> That constitutes a tragedy, both for you who have had something you once
>> loved killed by people being miserable, and for us who will loose out in
>> the
>>
>> number and probably quality of games produced.  Because how can you
>> produce
>> a really top quality accessible game if your heart's not in it?  As
>> someone
>> else, it might even have been you yourself, pointed out, sure, they might
>> be
>>
>> technically up to standard, but they will have lost that special 
>> something
>> that is reflected in a product which is truly a labour of love.  God 
>> knows
>> there are few enough people developing accessible games, it is really
>> stupid
>>
>> and, I'm sorry about the expression, but, short-sighted of us to drive 
>> one
>> of those few away with petty complaining.  OK, sure.  I'm as broke as any
>> of
>>
>> you.  God knows I don't have tons of cash to throw around preordering
>> products which then don't arrive.  But, as again has been already pointed
>> out, we're not dealing with huge corporations who are out to rip us off.
>> We're dealing with small, one-person, on-a-shoestring companies being run
>> by
>>
>> individuals out of there spare time, simply for the love of doing it; and
>> they give us freequent updates of what's going on in the developement of
>> their games, and good, precise reasons why they're held up; a kind of
>> explanation and communication, I might add, that you would not get from a
>> larger corporation.  What more can we ask for?  I'll say it again, it is
>> truly a tragedy to see someone's love of doing this killed by such petty
>> stupidity.
>>
>> James.  Is there anything the rest of us can do to help you get your 
>> heart
>> and spirit for it back?
>>
>> ----- Original Message ----- 
>> From: "James from Alchemy" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Sunday, January 15, 2006 3:09 PM
>> Subject: RE: audyssey: demo of monty
>>
>>
>>>
>>> Ah, good.
>>>
>>> Well, since Brenda can't seem to keep her dislike of me under
>>> control--or,
>>> perhaps she's just generally a hostile and miserable person since she
>>> appears to dislike several other members as well--I'll hang around until
>>> the
>>> demo is posted and then I'll catch those who are genuinely interested in
>>> the
>>> games on the Alchemy lists in a few days.
>>>
>>> It's obvious that Brenda can't just "let it go" even after her public
>>> apology and unprofessional list conduct.  I get a feeling that she felt
>>> sleighted having to do that with her "I  wasn't the only one wrong; but
>>> that
>>> does not justify my action." predication on Friday and only did so to
>>> appease.
>>>
>>> Many would say that I've been unprofessional in either my responses and
>>> in
>>> conducting my business affairs where pre-ordering is concerned and I
>>> openly
>>> admit so.  Even entering my sixth year into this, I'm still finding
>>> there's
>>> no good way to balance work, personal life, and writing accessible games
>>> on
>>> the side while keeping all happy.  I've tried and I have failed.  In
>>> learning so, Max will be the last game that's pre-orderable and, if
>>> titles
>>> are to be produced after its eventual release, they will be done so
>>> quietly
>>> and under lock and key.  If they're late by my schedule or never ending
>>> up
>>> seeing the light of day, then they will have come and gone without ever
>>> being missed.  In a way, since my heart truly isn't in this anymore, the
>>> bickering and prodding has actually been the only resolve to finish the
>>> games I've started except to fulfill the expectations and faith that
>>> others
>>> have had.
>>>
>>> They are the ones who have the right to moan, not the Brenda's and 
>>> Will's
>>> of
>>> the community who apparently have nothing better to do than egg people
>>> on.
>>> I can't say for Will, but I know first-hand that Montezuma's Revenge is
>>> not
>>> Brenda's cup of tea.  And, since her interaction with the community
>>> on-list
>>> is rather rude, hostile, and sarcastic, I doubt her intentions are
>>> advocating for the masses.
>>>
>>> It's easy to rattle off the names of those few who really spoil this
>>> list--people like Will, Shaun, and Brenda--and, I doubt many would
>>> disagree.
>>> Thankfully, Brenda doesn't usually offer much, but when she does it's
>>> usually to admonish, lash out because the post annoys her, or plays
>>> control
>>> freak.
>>>
>>> So, as of the release of the demo, I'm unsubscribing to this list.  When
>>> it
>>> can find a more pleasant moderator in addition to Kevin, I'll consider
>>> giving it another shot.  You can be sure information that's distributed
>>> via
>>> the Alchemy update list will find it's way on here by others that are
>>> doing
>>> the list a favor, but it'll always come last and second-hand in the
>>> future.
>>>
>>> It's just not worth the time debating what, when, how, did, didn't, and
>>> which day is the last day of the week and what didn't happen.  What
>>> didn't
>>> happen is irrelevant.  Today is today and it's forward we go.
>>>
>>> So, to the future and accessible gaming!
>>>
>>> Best wishes,
>>>
>>> James
>>>
>>>
>>>
>>>
>>>
>>> -----Original Message-----
>>> From: [email protected] [mailto:[EMAIL PROTECTED] 
>>> On
>>> Behalf Of James from Alchemy
>>> Sent: Sunday, January 15, 2006 11:10 AM
>>> To: [email protected]
>>> Subject: RE: audyssey: demo of monty
>>>
>>>
>>> *yawn*
>>>
>>> So, it looks like I'm on moderated status once again...
>>>
>>> -----Original Message-----
>>> From: [email protected] [mailto:[EMAIL PROTECTED] 
>>> On
>>> Behalf Of brenda green
>>> Sent: Sunday, January 15, 2006 11:01 AM
>>> To: [email protected]
>>> Subject: Re: audyssey: demo of monty
>>>
>>> James, until last week you were saying the game would be released. On
>>> January 12, 2006 you said the demo would be available for download since
>>> you
>>>
>>> were unable to package the game and demo as one release. Until that
>>> point,
>>> you were saying the game and demo were one package and it would be
>>> available
>>>
>>> for release, first at the end of the year (2004), then a couple of days
>>> were
>>>
>>> needed, then last week at the end of the week and now you're saying just
>>> the
>>>
>>> demo will be released some time today. Is this right?
>>>
>>> Yes, you have said there is a problem with the registration of the game
>>> but
>>> isn't that the same thing you said was the reason the game didn't ship 
>>> in
>>> December 2003, yes I said 2003?
>>>
>>>
>>>
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>>
>>
>>
>>
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