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. > > > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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