I personally like the timed torches as they currently are.  It's sort of a 
penalty for not getting out of a dark room quickly enough.  And, after all, 
torches don't last forever, so it's realistic.

As for saving a game, I think the game should not be able to be saved unless 
you're at the beginning of a level.  This would prevent someone from 
cheating, wouldn't it?
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, November 23, 2007 3:55 PM
Subject: Re: [Audyssey] monte beta6 impressions


> Hi Nicol,
>
> Quote
> 1.  it happens that 2 torches is used after each other. I went into a dark
> room, there was a spider and gems or keys, and when I went out of that 
> room
> the torch went dead and the next one immediately lights up.
> End quote
>
>
> Well, from looking at that code it is unlikely you were actually out of
> the room, but you are not the first to complain about multiple torches
> being used in a room. I'm currently looking at an alternative approach
> to torches. Rather than timing them it will put the torch out only when
> you leave a room or die in the room.
> Obviously, this takes a little more thought and work to put in place and
> I will probably take on this task after I finish work on the product key
> system.
>
> Quote
> 2.   it once happened to me that I was unable to get through the red door 
> on
> level2.
> End quote
>
> My guess is you didn't have all the keys you needed. If you have the
> wrong key or no key for that door you can't open it and pass through it.
>
> Quote
> 3.  I personally think one should be able to jump up a  burning rope, one
> should rather loose health than being killed instantly.
> End quote
>
> In this case I differ in opinion. The reason it is the way it is it adds
> difficulty and challenge to the game. If there is a sword, potion, or
> other item you missed before coming down the burning rope you can't go
> back to get it. The moral of the story is you have to try and take it
> when you can or leave it behind.
>
> Quote
> 4.  next I want to ask a strategy question. How is one supposed to 
> navigate
> in monte? Is it important to move in both sides of a room or is it all 
> right
> to  only  move in the direction where one hears a key or potion?
> End quote
>
> Good question. In most cases you only have to look for the items you can
> here. However if you are in a room with no sounds playing you might want
> to explore it for hidden items that requires a torch to find. Usually,
> though if you have a torch it will light and the sounds will begin
> playing leading you directly to the hidden item.
>
> Quote
> Removed auto save game feature from code.
> What does this mean? Are you taking away the ability for registered users
> to save a game? We will need to save a game if we have to go and do
> something important, go to bed etc.
> End quote
>
> For the moment yes. There are a couple of reasons I did so for the last
> beta release.
> First, arcade games did not offer a save game feature, and including one
> offers the ability to cheat. So the newly designed save game feature
> will have to put in safe gards from cheating. I'm currently evaluating
> how this can be done and maintain security against cheating.
> Second, the method of saving the game files is by the book based on good
> documentation on saving games. The problem was all of it assumes you are
> the typical non-security conscious user who runs his XP or Vista system
> as administrator, and doing that as I have said many many times is just
> plane bad security practice. So I am currently researching how I can
> allow saving games and meet a high standard of security. It is doubtful
> given the time left to release I will find a solution for this, and may
> have to restore the original low security save game feature until a
> better one can be found in the future.
> However, there is a work around. If a user is running with non-admin
> rights he can install the game locally which will give them smooth
> operating of the game and high security.
>
> Quote
> Why these changes? It never presented a problem in  previous betas if the
> skulls and gems were in room17, the game works fine now, I'm just curious 
> as
> to why you made these changes.
> End quote
>
> It has nothing to do with any runtime or game play error. It is just
> that in the original Montezuma's Revenge for Atari the last room on
> every level contained gems which you could collect before leaving the
> level. In this case by accident I placed the skull and gems in the wrong
> room. I corrected my coding error.
>
> Quote
> Replaced mono dirt step sounds with stereo dirt step sounds.
> It still sounds like mono dirt step sounds to me. I'm understanding sterio
> as left right, in other words if the dirt steps were sterio  the first 
> step
> panama gives I will hear in my left and the next step he gives in my 
> right,
> etc. but the step sound is in the middle of the sound field.
> End quote
>
> You are not the first to be confused by this entry, and unfortunately
> most took a different meaning than the actual meaning of that entry.
> Simply, I imported the effects into Goldwave and resaved them as 16 byt
> stereo effects rather than using mono ones. All that does is make the
> sounds sound a bit higher quality. It doesn't add things like echo, left
> right panning, and other things people thought it meant. Basically, it
> is one of those miner changes that no one notices unless they are
> looking for it.
> This is completely different from panning or a virtual 3D effect where a
> sound is passed from speaker to speaker. In that case those sounds are
> actually mono, not stereo, and are easily shifted around from speaker to
> speaker using DirectX.
>
> Quote
> Removed JumpUp() from player controls.
> Why? Isn't it sometimes necessary to jump up?
> End quote
>
> I am sure it is necessary, but there is a known bug in that code where
> it hangs the player or the game for some reason I can not explain. I
> felt it was better to restrict the player from the command at all rather
> than run face first into a bug they will write in about, and I can't
> immediately fix.
> Basically, I do not intend keeping this feature gone forever, but I do
> plan to keep it unaccessible until such time as I fix the bug.
>
> Anyway,I will answer more questions in another email following this one.
>
>
>
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