Hi Thomas,

Oh my intention is definitely not to copy/steal Mota. In fact I have been deliberately avoiding playing the latest betas while I am developing the core of my game, as to avoid unintentionally copying things from you. If I am faced with a new concept to implement and I have just finished playing Mota where this concept is addressed I might be tempted to just reuse this idea, where as if I have no idea how other games do it I am forced to think for myself and come up with something new. So for this reason I haven't played Mota for the last 4 or 5 months, as much as I would like to. So anything that may be similar in terms of implementation, is certainly not intentional and I apologize if you feel that this is the case.


Kind regards,

Philip Bennefall
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, March 17, 2011 12:51 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hi Philip,

Wow! Glad to hear it. It sounds like you are taking a page out of my
playbook with the min and max range for weapons. That's something I
have had in Mysteries of the Ancients for a long time now, and it
definitely changes the strategy of the game somewhat. If you have a
shotgun you need to stand back at least three feet in order to bring
the barel up and shoot whatever it is you are trying to kill. Weapons
like daggers are close range weapons so you can walk right up to
whatever it is and stab it. I'm glad to see you have decided to take
this approach as I've often thought it was a bit unrealistic that some
games allow you to walk right up to an enemy and shoot them with a
rifle etc from less than a foot away etc.

Cheers!


On 3/16/11, Philip Bennefall <phi...@blastbay.com> wrote:
Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the
attacking and jumping mechanics are quite flat. In my upcoming game I have a
very different setup. I have spent a lot of time on mechanics, such as the
fact that you no longer tap an arrow key to move in the air. Also, when you
begin running from a walk or a standstill you do not immediately switch to
your maximum speed. Instead you gradually gain momentum until, after four or
five steps, you are at your maximum. I have also expanded the concepts of
weapons slightly, where each weapon has not only a maximum but also a
minimum range. To use a rifle, for instance, you need to back off a bit from
the target before you can fire, and the same is true for the spear. The
knife and the revolver, on the other hand, are better for close range
combat. This all makes for a much more dynamic gaming experience, and
coupled with the vastly improved artificial intelligence of the creatures in the game I am hoping to have a much better product than Q9 coming up. smile.

Kind regards,

Philip Bennefall


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