Hi Bryan,
Oh, yeah. the original prince of Persia ruled. I had the Super NES 
version and I loved that game. As games goes it should be pretty easy to 
convert to an audio only format. A lot of the sound effects required for 
the game I have in my sound libraries already.
As I recall there were three different types of potions. There was a 
life potion that restores one lost life, a health potion that restores 
lost health bars, and a poison potion that takes away a life if drank. 
On level one there was a sword that Prince needed to complete the game. 
As far as traps goes there was falling ceilings, spike pits, the metal 
jaw trap, standard pits, blade traps, and of course bad guys everywhere.
Anyway, as far as developing Space Invader clones goes for a brand new 
game developer it is probably the easiest type of game to make. the 
problem is it seams to be were some game developers stop. Writing a FPS 
game is much more involved and takes a lot more skill, time, and I guess 
some people don't want to put the time into it.



Bryan Peterson wrote:
> Here here! I couldn't agree with you more Tom. If and when I start 
> attempting to learn a programming language you can bet that I won't be 
> writing many Space Invaders games if indeed any at all. We've already got 
> way too many of those. And Nichol, I have to disagree with you about Dark 
> Destroyer. I beat that on my first try. Me, I'd love to see an RPG like 
> Zelda or Final Fantasy or ann FPS style game like what Metroid Prime was. Of 
> course I'd love to see a Metroid style audio game but something like that 
> might be difficult to render in audio. I'm not sure how you'd represent 
> platforms above or below your current position although I see no reason why 
> it couldn't be done. I suppose you could do it with pitch bending (I think 
> that's what they call it), where a higher platform would have a higher sound 
> versus a platform below you having a lower sound. Now a Prince of Persia 
> style audio game might be pretty doable since all the action I.E. sword 
> fights, jumping, climbing and stuff is all happening pretty much in the same 
> position as the player. And in a game like that you have great potential for 
> some truly incredible sound design, especially when it comes to the traps.
> Time is an illusion, lunchtime doubly so.


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