Hi Thomas,
It sounds like a big project, and I am thankful you picked up the task.
It would be great to have  actual voices that add an element of immersion in 
the game. Phil used a synthasizer for sarah and those turned out allright. 
In fact, I would have never  have known they were made by synth unless he 
revealed it. Is it possible to use both SAPPI and Self voiceing someho to 
save on space? It would be a shame to loose that  level of fantasy.

I am not sure what AI means in terms of game making. How do you make a 
monster react and make descisions with diffrent circumstances?Do you 
actually right in a response for themonster to deal with every possible 
situation?
For clarification, FPS is first person shooter, right? I am not sure what 
you mean by FPS not moving in real time.
Diffrent rpg games work diffrently.
There is the  common method. This is where you  travel around in a world / 
dungeon in real time , but when combat comes game play turns into a turn 
based round for round combat. This is the same with playing an rpg in real 
life. The players wander around doing their thing, but when combat comes, it 
is like everything slows down to turn based and all actions occur in order.
A variation I have seen is where the combat starts and goes to turn base. 
Then during a characters turn there will be some kind of meter that  goes up 
and down. You only have  a limited amount of time to hit that meter just 
right to get a great hit, otherwise, you r character  makes a normal attack.

Also in these kind of games, Marching order is important. There is usually a 
back and front row of characters, meaning that the back row cannot use melee 
weapons, but can use ranged weapons and usually cast spells.
Another game, the goldbox SSI series of dungeons and dragons enabled the 
player to place and move their characters around the screen allowing for 
tactical moves and positions. Of course, in a blind environment that might 
be hard to do.

Other rpg  games are totally real time, but this becomes more of an arcade 
like element.

And there are MUD like situations, everything is real time, and again fast 
typing and sometimes good memory wins the day. MUD's are the first  network 
fantasy game, the great grand daddy of all those  online graphic  games like 
everquest, star wars galaxies, and others.

Here are some games that have diffrent formats. I don't know if this will 
help, perhaps  there is information concerning them that you can read.
wizardry: At least the first two  incarnations of the game  took place 
entirely first person view, but nothing moved on it's own until the  party 
moved.
Eye of the beholder, and Dungeon master: these  are also first person 
perspective, and real time combat using a party of four characters.
Baldur's gate: three quarter view, had the unique pause real time system
diablo and Gauntlet: these games are  real time combat from a bird's eye 
view
 final fantasy, suikoden:  These use the three quarter view for travel, and 
the turn based combat system, with various ways to hit and do damage .

Anyway, there it is.
allan




Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, January 19, 2006 6:21 AM
Subject: Re: audyssey: blind dm II


> Hi.
> Well, thanks to the help from you and Vaper I am slowly coming to know
> what exactly the blind DM for the accessible rpg will do. The major
> issue is now how in heck to write something so  vast. It is an
> intelligence far above what I wrote before.
> Another thing is weather or not to self voice the game. Self voicing
> would be great, but it may have to ship with a Sapi driver rather than
> use wav files.
> The reason is obvious. RPG games are so expansive recording a wav for
> everything in such a game could get quite huge.
> Although, I figure I might have to start out small. Some practice
> applications.
> Like I may even start out with a simple FPS game to explore some ideas
> and then work on a real RPG game on the same sort of basis.
> One thing remains in question. Do electronic fps games move in real time
> or are they move based. A book I am reading seams to suggest that the
> Xbox and Play Station RPG games don't operate exactly by the same rules
> although they do offer the same kinds of things behind the seens like
> missed swings, delays for spells, etc... Although, there is nothing
> barring me  from using a more triditional turn based game where the
> player would use a menu of options like roll dice, select spell, use
> magic item, etc...
>
>
>
>
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