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: > wilanddenise1 > Skype: > wiljames > ------------------ > > > -----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? >>> >>> >>> >>> to leave send a blank Email to: >>> [EMAIL PROTECTED] >>> You can contact the list owners/moderators by Emailing >>> [EMAIL PROTECTED] to go nomail send a blank message >>> to: [EMAIL PROTECTED] >>> change "nomail" to "normal" to resume messages. >>> Yahoo! Groups Links >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> to leave send a blank Email to: >>> [EMAIL PROTECTED] >>> You can contact the list owners/moderators by Emailing >>> [EMAIL PROTECTED] to go nomail send a blank message >>> to: [EMAIL PROTECTED] >>> change "nomail" to "normal" to resume messages. >>> Yahoo! Groups Links >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> to leave send a blank Email to: >>> [EMAIL PROTECTED] >>> You can contact the list owners/moderators by Emailing >>> [EMAIL PROTECTED] to go nomail send a blank message >>> to: [EMAIL PROTECTED] >>> change "nomail" to "normal" to resume messages. >>> Yahoo! Groups Links >>> >>> >>> >>> >>> >>> >>> >> >> >> >> >> to leave send a blank Email to: >> [EMAIL PROTECTED] >> You can contact the list owners/moderators by Emailing >> [EMAIL PROTECTED] to go nomail send a blank message >> to: [EMAIL PROTECTED] >> change "nomail" to "normal" to resume messages. >> Yahoo! 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