Would that break contractual agreement with James North?
----- Original Message ----- 
From: "Jason" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, January 15, 2006 5:32 PM
Subject: Re: thanks, James - Re: audyssey: demo of monty


> 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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