Hey, can you send me some of that maple syrup ya guys got up there?? *grin*

-----Original Message-----
From: [email protected] [mailto:[EMAIL PROTECTED] On
Behalf Of FigureInTheCloak
Sent: Monday, January 16, 2006 8:29 PM
To: [email protected]
Subject: Re: thanks, James - Re: audyssey: demo of monty

Behind the Music?  What channel's it on?  I've never heard of it.  Do we get

it in Canada?

----- Original Message ----- 
From: "Wil James" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, January 15, 2006 7:55 PM
Subject: RE: thanks, James - Re: audyssey: demo of monty


>I would like to add my thanks for this post.  It let us in on the behind 
>the
> scenes thinking of the creation of games.  Sort of like the show, "Behind
> the Music!"
>
> ----------------
> Cutting Edge Solutions is here to assist with assistive technology needs.
> Visit us on the web at
> http://www.cuttingedgesolutions.biz today!
> ------------------
> E-mail/MSN Messenger:
> [EMAIL PROTECTED]
> AIM:
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>
> -----Original Message-----
> From: [email protected] [mailto:[EMAIL PROTECTED] On
> Behalf Of Charles Rivard
> Sent: Sunday, January 15, 2006 6:38 PM
> To: [email protected]
> 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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