Yup.
We also liked that the voice packs included all sorts of languages - we
could have it swearing funny comments at you in afrikaans, etc., and yes,
think the original game interface would definitely have been a bit
cluttered, partly since it was almost like real world interactive - your one
worm could be standing just like 30cm/1foot towards the wrong side, and thus
be targetable by another one, with a specific weapon, etc., but, that type
of thing should be pretty easily tweakable for a modified version of the
interface, etc.
Let me think about it a bit since have also been considering looking into a
couple of other python-based game libraries/modules that seem like they
might be useful/usable as well.
Have also been playing around with things like real time, interactive
web-page-based sound effects, content manipulation, etc. - not really
relevant, but, that other test page of mine with real-time drumming seemed
pretty much usable across enough platforms, as well, so that might also be a
suitable/useful platform to consider for something like this, especially
since I'm definitely going to be more comfortable handling it as a form of
web development.
Stay well
Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
----- Original Message -----
From: "dark" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, April 17, 2013 12:07 PM
Subject: Re: [Audyssey] Type of game: artillery strategy - worms series..?
Hi jacob.
I remember the worms games well, albeit that I could never play them
myself since while the worms and landscape were plenty visible due to
contrast, the icons, mouse pointer etc were not. In this respect they were
a little like the lemmings games back on the amigar which had similar
issues and were similarly frustrating from a low vision perspective.
The closest thing I've heard of to worms would be Quentin's beta of a
lemmings audio game, greenies escape, which had real potential, but I
don't think got finished.
Another might be shell shock, though there of course there was no humour
and the landscape and weapons didn't vary.
It would however be something quite doable in audio I think with a few
overview and targit commands, given the 2D playing area and the complexity
we've seen in audio weapons targiting and angle calculation in other
games, especially considdering games like greenies and palace punchup.
heck, given that each turn was descrete and timed, it could work really
well online against other players too, even those without fast
connections.
If you ever do design such a game, let me know and I'd be glad to reccord
comments in appropriate voices. i particularly liked the way in worms if
you didn't act on your turn you got "stu pid!" in a sing song voice. Once
my brother and a couple of his friends created a game, and made a worm
called the Un, who sat there and did nothing, and hearing the un
constantly called stupid for not acting was rather amusing in a
politically satyrical way.
Beware the Grue!
Dark.
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