I understand your concern as I said. I'm quite sure that had Thomas known
the heap of trouble he would be bringing down on himself he might not have
taken on this project or, at the very least, he'd have done so with a great
deal of reluctance. As for the scrapping of various development plans, part
of that of course had to do with how accessible those particular platforms
are to a totally blind person. And then of course there are financial
considerations.
He who is valiant and pure of spirit may find the holy grail in the castle
of aaaaggh.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, April 12, 2010 11:39 PM
Subject: Re: [Audyssey] Serious Mota question
Hi Bryan.
Well, my concern is based on the fact that there seems to have been more
than one rewrite involved, not just removal of net and direct X. At one
point the game was written with cross platform support in mind, then that
was fased out. At one point java was considdered as a developement
language, then not.
I'm absolutely Certain Tom is doing all he can to get the game finished,
as I said this was really a concern of direction.
if Tom's now just moving into level design and bug fixing, --- which from
his news it sounds like he is, until the game is finished, then very good!
I just am a litle worried, sinse Tom seems to have done a lot of
redesigning in course of the project, and I hope that's over and done with
so that he can do what is hopefully the fun stuff, ---- and maybe then use
all these design elements to make developement of his next game (audio
castlevania?), be a far less tortuous route.
Beware the Grue!
Dark.
----- Original Message -----
From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, April 13, 2010 6:28 AM
Subject: Re: [Audyssey] Serious Mota question
Another thing to consider Dark is that a major reason for the rewrite was
so that Thomas could get free of the .net framework and DirectX
dependencies since A. they were basically being phased out and B. A lot
of people had problems with them. So while I understand your concern I
can easily understand Thomas' frustration. Let's not forget that he's
just as anxious to get this game out the door as we are to have it. It
wasn't even his project to begin with.
He who is valiant and pure of spirit may find the holy grail in the
castle of aaaaggh.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, April 12, 2010 11:14 PM
Subject: Re: [Audyssey] Serious Mota question
Ah, muchos appologies, me was wrong level design has indeed
happened, ---- which is obviously a very good thing indeed.
Cudos tom for getting the second level out of the door, I'll look
forward to playing the rest.
Beware the Grue!
Dark.
----- Original Message -----
From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, April 13, 2010 6:10 AM
Subject: Re: [Audyssey] Serious Mota question
Actually Dark there are now two levels and have been since Beta ten.
He who is valiant and pure of spirit may find the holy grail in the
castle of aaaaggh.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: <Gamers@audyssey.org>
Sent: Monday, April 12, 2010 10:49 PM
Subject: [Audyssey] Serious Mota question
Hi Tom.
I'm really pleased Mota eleven is out (it's downloading now), and I
look forward to seeing the zombies. However, as you've bought out the
last few news items, I have had a bit of a concern which I'll ask
here.
To put it bluntly, I have sometimes felt you spend more time fiddling
around with the underlying basics, the programming language, the game
engine, what library to use etc, than you do making the game, and I've
begun to worry that this is really seriously getting in the way of
Mota getting finished.
This isn't intended either as an insult, or an attempt to bash the way
you do things, --- just a question about priorities from a very
concerned player who is looking forward very much to a game to play.
In Early 2008, you released what would've been montizumas return beta
10, and instead was beta 1 of Mota featuring the first level of the
game. True, that beta had a lot of Monti elements in it, --- and
didn't feature half as many weapons or features, but essentially it
was a playable first level.
I know very well (now from my personal try out with the bgt), how much
of a pest programming games is, and that it's very unreasonable to
expect games to appear quickly. However it does seem after a further
10 betas, two years and two months, and a lot of work, it seems we
stil have only one level of the game.
Yes, it is a fantasticaly designed and fun level, and shows the
capabilities of audio side scrollers very well indeed, ---- however,
there is no getting over the fact that it is, just one level.
I've read all your rationales in the news for monkeying about with the
basics, writing and rewriting both the game, and the genesis engine
itself, deciding to use cross platform support or not, changing
languages etc, and I haven't had a problem with any of these
decisions, ---- afterall it's your game and your project and you
certainly know more than I do about making it happen, and certainly
nobody would want a rushed job, ---- in fact if I thought your games
were! rush jobs and not worth playing, I certainly wouldn't be so
concerned.
However, I will confess that sometimes, it feels like your trying to
build a house, get part of the way, then suddenly tear it down to
start again with other materials or in another way.
As I said this isn't intended as an insult or a bash, just an honest
concern. nobody will be happier than I will if by next Christmas we
have Angela carters' entire adventure to play through, --- -in fact
that's exactly what I want to happen, ---- which is why I'm asking
this question.
Are the basics finally, absolutely and certainly in place, so you will
work on level design?
Much appologies if this is rude.
All the best,
Dark.
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