Hi Dark,

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 For example, the maze in Packman talks I believe, is
not a replication of the original packman maze, ----- though it's entirely
possible I'm wrong on this point.
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Actually, the Packman maze in Pacman Talks is correct. The original 
Atari game had four light blue rings with a square box in the center 
where the ghost home was. There were tunnels on each side of the square 
where you could exit and appear on the other side of the maze. Handy for 
escaping ghosts hot on your tail.

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however, it does seem a slight shame that all the level designing that has
been done both by yourself and James North is completely scrapped,
especially for those people who played the previous demos.
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Yeah, I know. I don't like that either, but then again those levels were 
not true levels of Montezuma's Revenge though  they were pretty good.
Look at it this way.  When the new levels go in it will be like a new 
game, and the mystery of finding things is all brand new.

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One approach I've seen several remakes use, is to offer both "new" and
"classic" content. Thus you get the remake of the original game, but with
various optional extras.
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Yeah. I'm thinking somewhat along those lines. Some of the stuff in the 
Alchemy version like lava pits were not in the classic Atari game. I do 
think they are cool, and would like them to stay. So I am sure in some 
ways adding them to some levels in areas that don't really have much 
difficulty adds more difficulty, a ritcher gaming experience, and 
doesn't effect the over all game.

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So in Monti for example, you could offer a choice (perhaps in the main
menue), betwene the classic temple maps, and the redesigned ones.
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Perhaps someday, but not for 1.0. There is allot of work to be done just 
getting the basic levels done, and I have quite a few changes to make to 
get the new levels to work.
Like adding support for more keys, vanishing platforms, more doors, etc..
One major change is the fact the new levels will be much larger since 
there is more rooms and content to add to the game.

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 Also, as I said, it seems a shame that the work put into level design
might be wasted.
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Yes and no. It is not a complete loss. I had two complete levels to test 
against, and those two levels have most of the content and stuff in 
place to work on the new levels.
Most of the changes that needs be made now are adding more keys, doors, 
etc and that code we know works. So it is merely a matter of copying and 
modifying the code known to work to support more of them.


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