hi thomas.
oh, i totaly understand it, and i know that you wrote this game using
several programming languages and accepting lots of suggestions from all
users. that's what took so much time, not to mention bugs and stuff like
that. i downloaded pretty much all the betas from beta 1 to 18, so i
know what you're talking about.
if adding sapi support would mean rewriting the game, then i say no.
leave things as they are, i'm not a english speaker and i can easyly understand
this voice with this rate. and i can't wait to see this game get
finished to see the other bosses and stuff.
hmm, speaking about the game, i have a question: what about the weapons
that you pick up? the game seems to be much more fair now in that
regard, in the 2 games that i played i got a sword in the first level
with a bunch of other weapons. are they randomised or not? i think that
potions, gold, etc should be randomised, but torches, weapons should go
in defined locations.
spoiler!
space!

when fighting the last creature in the first level, i noticed that it
was much more challenging to kill it with the dagger. so why not allow
only the dagger to appear in the first level instead of the sword? i had
to score more than 8 hits to kill it with the dagger, but i killed it
with 2 hits using a sword, i was even going to record and show the boss
to a friend of mine, but i was a little disappointed to see that i
didn't got the dagger and that it was too easy to just do it.
so when you come to a harder boss or harder creatures that will really
force you to use the sword, you could get it.
what do you think about that?
thanks and good job!
-----Mensagem original-----
De: Thomas Ward <thomasward1...@gmail.com>
Para: Gamers Discussion list <gamers@audyssey.org>
Data: Terça, 5 de Abril de 2011 17:57
Assunto: Re: [Audyssey] MOTA 18 - levers?

Hi Matheus,

Matheus wrote:

but there are two sides of the coin here. if you use these recorded
speech clips it will be more time consuming for you to adjust it,
because you will always get complaints that the speech is too fast, that
some users don't like this voice and that they may have something much
better available to use, etc.

My reply:

Unfortunately, all I can say is that they are free to record and edit
their own custom voice/language pack if it bothers them that much. I'm
trying to create a high quality product, with the best possible voice
possible, and using SAPI voices directly isn't as easy or simple as
you think. I've got my reasons for not adding SAPI 5 support which
I'll explain below.

Matheus wrote:

However, if you used sapi you could
use a file to have the text in different lines.

My reply:

The thing is I'd litterally have to rewrite the entire game from
scratch to add a feature like that. That's why I'm not adding SAPI
support either. I don't think you understand the fact that what you
are asking for is far too late in the development process. I am not
going to spend the next six months or a year of my life totally
rewriting Mysteries of the Ancients because a few people now want SAPI
 support. If we would have talked about this back when I was rewriting
the G3D engine and game early in 2010 I might have considered it, but
right now it is just way too late to think about it. Please,
understand I want this game done in June if possible. I don't want to
keep writing and rewriting the same thing over and over again. The
fact of the matter is that no matter what I do weather I add SAPI
support or don't add SAPI support I won't be able to please everyone.
Somebody will just have to be unhappy with the results.

Cheers!

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