Hmmm Bryan, certainly the maze aspect and the weaponry would be doable in a 
3D engine, but I think the amount of full 3D jumping to ledges above and 
below your character would take a more complex interface than something 
shades style, ---- though if tomb hunter Ii is going to have as much 
platforming in as tomb rader, it's quite possible we'll get such an 
interface in the genesis engine, and thus something like metroid prime in 3D 
might be possible.

for 2D though, I'd love to see a more freeform side scroller, --- with 
jumping to ledges at different hights above and below your character, not 
just using ropes to travel vertically, ---- then perhaps 2d classic metroid 
would be possible as well.

but again, I think we'll have to see what Tom's got up his sleve here.

Certainly Montizuma's Mota has featured more vertical movement in audio 2D 
than anything thus far, ---- so we're deffinately moving in the right 
direction I believe, but we're a long way from the space jump boots and 
spiderball as yet.

Beware the Grue!

Dark.
----- Original Message ----- 
From: "Bryan" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, February 20, 2008 11:32 PM
Subject: Re: [Audyssey] 3D Games was Poll results


>I wonder if that type of engine could be used to create a simple Metroid
> style game? Granted certain features might have to be aadded like the
> ability to jump and for sure the ability to scan objects for additional
> information and of course to change form the way Samus does.
> Time is an illusion, lunchtime doubly so.
> ----- Original Message ----- 
> From: "Dark" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, February 20, 2008 4:02 PM
> Subject: Re: [Audyssey] 3D Games was Poll results
>
>
>> Sounds good, as I said, I'm very fonds of the shades system for locating
>> objects and doors, and I certainly miss the "have I visited here before"
>> command in games where it's not present. I also liked the fact that if 
>> you
>> wish, you can have directly spoken information. when I first started
>> playing
>> Shades, I did need the partial auto navigator setting, and used the
>> eexamine
>> environment key quite a bit until i got used to the game sounds. I think
>> this is a really handy thing for people (as I was), just starting on 
>> audio
>> games, ---- and in fact I've tried shades out on a couple of my fully
>> eyeball equipped friends, who also found it surprisingly playable.
>>
>> Interestingly enough,
>>
>> Talking of speech, one thing I really like in Sarah is the way that the
>> various rooms and passages of the castle have names, such as "Ground 
>> floor
>> corridor" or "Great hall" , which can be spoken, I found it much easier 
>> to
>> work out a map when i had named places to deal with, ---- and of course 
>> it
>> added to the atmosphere of the game and made puzles more complete.
>>
>> Is there the potential for such a feature in the Genesis engine?
>>
>> Beware the Grue!
>>
>> Dark.
>>
>>
>>
>> ---
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