hmmm that does sound hard but new and esciting, The fps stuff has always been 
easy but it gets boring after a bit, but your stuff would be truely 3d in 
action and in sound, it will be frustratingly tough but I am looking foreward 
to when one eventually comes up.
At 05:55 p.m. 30/10/2009, you wrote:
>Hi everyone,
>
>After reading many e-mails, after much thought, I've come to the following 
>conclusions about the future of Mysteries of the Ancients.
>
>First, while many of you said you would enjoy an FPS type title you also said 
>that you like the game as it currently is. Even those who were hoping for 
>perhaps a more traditional 80's type side-scroller admitted they could except 
>Mysteries of the Ancients as it is as long as I would not convert it to a full 
>blown FPS. This is the kind of compromise I think I was looking for. Both 
>sides seam to be agreeing that the game I've created is not only unique, but 
>fun, challenging, and seams to satisfy the majority of people in both camps.
>
>Second, a number of you indicated you have no sense of direction, navigation, 
>whatever in playing FPS type games like Shades of Doom. As this seams to be a 
>rather common problem among blind gamers I'm certainly sympathetic to your 
>needs and issues. As a developer of accessible games it is always helpful to 
>know what types of games my potential customers would find fun, challenging, 
>and accessible. Even though it might not be my forte this is still very useful 
>information to know.
>
>For one thing as plenty of you know near the beginning of 2008 I began work on 
>a highly advanced game engine called Genesis 3D. When I initially designed 
>that engine I intended to be able to create 3D FPS type titles with full 3d 
>movement such as the ability to walk forward/backward, move left/right, or 
>climb up/down. There has never been a fully accessible title with true 3d 
>levels, true 3d movement, and built to mainstream specifications other than 
>Audio Quake I know of.
>
>However, one thing I had not counted on is a majority of my customers having 
>navigational issues in existing FPS games like Shades of Doom and Sarah. As I 
>generally don't have a big problem finding my way around in these games I 
>assumed most blind gamers didn't either. So I'm a bit surprised that many of 
>you do.
>
>The point I'm getting at is that FPS games built with my engine would add a 
>new demmention of complexity that none of you have experienced before. Such as 
>you might walk into a room with a hole in the floor. You would have to jump 
>into or crawl down through that hole to enter a room below the one you are in. 
>To get back up to the room you just left you would have to climb a rope, 
>staircase, ladder, etc to get back up to the rooms above you.  Basically, what 
>I'm saying is not all of the rooms would be on a flat surface, and you might 
>have to climb up or down as well as go north, south, east, or west to explore 
>the entire level. As this is a totally new experience for many of you I'm not 
>sure all of you would enjoy it. Those of you who have navigational issues may 
>find this too complicated or frustrating. So having a side-scroller probably 
>would be better suited for you in the long run.
>
>Third, to Dark, Scott, and many others I hear you. The fact of the matter is 
>this is now 2009, and there are now many good examples of side-scrollers that 
>are every bit as good as the FPS titles out there. Dark has convinced me that 
>rather than trying to please a handful of gamers who want a  80's style 
>side-scroller I should investigate ways to create a completely new, modern, 
>type of side-scroller with save game functionality, random monsters, random 
>items,
>modern combat styles, etc. To that end I say, "bring it on!"
>
>As also has been said, now that I've spent all this time upgrading the Genesis 
>Engine to support 2d side-scrollers as well as more advanced FPS type games I 
>might as well get some use out of that functionality. Today it might be MOTA, 
>and someday when I'm ready maybe i can do something else like a modern 
>Castlevania, Megaman, or Double Dragon type clone. The ability/functionality 
>is there.
>
>All and all for the time being I'm going to stick with the current production 
>plan. I have officially abandoned any plans to create a traditional 80's style 
>side-scroller, and think I would be satisfied to create a completely modern 
>side-scroller. So those of you such as Dark, who are more familiar with modern 
>side-scrollers if you have any good ideas I'm missing I'd be happy to take 
>them under advisement. That said, I'll only add what I have time to include, 
>and of course what I think is practical for an accessible game.
>
>As for my own thoughts and feelings on the matter I have never concealed the 
>fact I'd rather be making a true FPS title. However, as I mentioned to Yohandy 
>earlier the Genesis Engine is fairly stable and complete at this point there 
>is very little to stop me from doing just that after 1.0 is released. So as I 
>see it 1.0 could be the side-scroller, and after a while I can release 1.2 as 
>an FPS. Those who don't want to upgrade to an FPS wouldn't have to, but those 
>who do can do so. This is the best compromise and the best of both worlds I 
>think. At this point I consider the matter settled, and I feel much better 
>about the outcome.
>
>Smile.
>
>
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