Hi Dark,

The Bgt game creation toolkit that I have in the works would definitely be able to make a game such as Q9, though it won't be as specific as being just a sidescroller engine; it's rather a very high level scripting language full of game related functions.


Kind regards,

Philip Bennefall
----- Original Message ----- From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, November 17, 2009 12:42 AM
Subject: Re: [Audyssey] Q9 and mods


hi Philip.

I'm not a mod fan either, sinse I would agree with you that a game and it's
sounds are a single creative work.

that being said, ---- some some small scale game creation software would
imho be a good thing.

Say for example, you released a classic side scroller generator, which could be used to set the attack speed, strength and range of enemies and the main
character, amo limit, speed and range of character weapons, amount,
frequency and effect of items, length of levels and effect and length of
floor hazards.

Depending upon coding you could also have the choice betwene placing these
things randomly (with frequency control), or having the designer place them
deliberately.

to this people could add their own sounds and music, ---- and tadar! a game
which essentially uses the Q9 engine, ---- but has completely different
enemies, with their own attacks etc, --- -complete with different music,
sounds and cut scenes.

then, we don't just get Q9 in a different package, ---- we get a number of
completely different classic side scrollers.

Beware the Grue!

Dark.


----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, November 16, 2009 11:09 PM
Subject: [Audyssey] Q9 and mods


Hi folks,

To follow up on the suggestions for mods that I've seen here recently, I'd
like to add my thoughts to the discussion. Personally I am not a big fan
of mods, for the simple reason that a mod for me is the same as destroying
a complete picture that the audio, music and game engine all form
together. When I made my sounds I made them for one particular purpose,
and if they are taken out of context or replaced by something else it'd
break the complete picture in my opinion. This is why I encrypt and
package my sounds in the dat file.

I know that a lot of people have quite differing views on this, that a mod
is merely a creative outlet for imaginative gamers and in a sense I agree
with that, but as the game's audio designer it would make me feel as
though my work has been taken apart and twisted in a way.

However, my opinion is merely one of many and I'd love to continue this
discussion, as we may be able to come up with some sort of compromise.

Kind regards,

Philip Bennefall

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