Hi William.

an intereesting point about stratogy games as well is that the interface and use of combat has developed.

Galaxy ranger has nooverview commands for the map and all combat is a real tiem targiting shooter affair where you personally need to targit yourself.

sound rts has propper overview commands, but no way other than by calculation of for instance seeing what unit of yours is closed to an enemy.

time of conflict on the other hand has imho a possitively revolutionary way of using context sensative menues.

I'd not really class lunimals and towers of war in this catagory, sinse they are rather different in style, though undoubtedly stratogy games, but this just proves the point stil more that a good idea done well with it's own twist may be as good as a completely new concept.

Beware the grue!

Dark.
----- Original Message ----- From: "Willem Venter" <dwill...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, May 19, 2011 5:37 PM
Subject: Re: [Audyssey] the spirit of game production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed


Hi Jeremy.
Thanks for the bio. From the quality and number of the games you
produce, I surmised that you have been programming for a while as
proficiency only comes with time and practice.

Over the years I can remember only one other developer, Ian Humfrees
from spoonbill games who released as many games at a short stage of
time.

Making a game is no joke, even if some make it look easy. I also agree
with those who said that any idea implimented well will be enjoyed.
The most important thing is choice. A few years ago for example, there
were only one strategy game with resource management, Galaxy ranger,
made around 2005. Then soundRTS came out in 2007 or 8, followed by
time of conflict and towers of wa last year and now lunar animals.
People take heart if some project is received well and they can learn
from mistakes other people made and players also know better what
would work and what doesn't.

As a blind programmer who likes strategy I am now considering creating
my own strategy game. This would however not have been possible
without the examples, as I have not been exposed to sighted strategy
games.



On 5/19/11, Charles Rivard <woofer...@sbcglobal.net> wrote:
Not using a preexisting outline or story idea just because it already exists
sure is narrowing your possibilities.  I think that only using original
ideas for a game is like severing your body in order to save your little
finger, or like cutting 7 fingers off because they are multiples of the
eighth.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
----- Original Message -----
From: "Jeremy Kaldobsky" <jer...@kaldobsky.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, May 19, 2011 9:57 AM
Subject: Re: [Audyssey] the spirit of game
production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed


Dark,

   I might have given the wrong impression with my last post.  I didn't
mean to suggest that the developers Should ignore using existing ideas, I
just meant that it is probably what they are doing nonetheless.  As you
said, if the developers adopt that mentality we would have fewer games.
If I've been reading this topic correctly, that is exactly what others are

claiming has happened.

   I don't believe all of the developers are worried about repeating
existing game styles, but I know I do. Because this is something I know I

personally do, I find it reasonable to assume that some others would do
the same. I can't really conclude that all do, or that most do, but I can

say for sure that at least some do.

   When I was on vacation in January, I wrote Daytona, but I also
partially completed a game where you defend a bunker from dragons, a game
where you are a world war 2 era solder who was sent out to investigate a
UFO crash (turns out to be a huge alien robot bent on destruction), work
on a game similar in style to Daytona, and I even started on a side
scroller with an Indiana Jones feel.  Daytona was the only one that felt
unique enough for me to take it all the way to being released.  If I had
no other game ideas, I would probably have stuck to one that was closer to

some existing game, but it is easy enough for me to just hop onto a
different game idea so why not? lol! Rail racer was released around that

time as well, so after playing it I removed any car racing games off of my

list of game ideas to make. I believe I'll continue to do the same thing
as I encounter more and more audio games coming out.

If I put myself into another audio game developer's shoes, if I had an
idea that was very similar to Daytona I wouldn't even bother making it.
Yeah, it would be unique in its own way, but I would worry that everyone
would be comparing it to the existing game.  Maybe you aren't a wizard,
and maybe the mouse movements are meant to run machinery, but in the end I

would assume moving the mouse to form shapes is still just moving the
mouse to form shapes.  Hopefully I'm wrong and other developers aren't
stuck in the same mindset as I am, but I don't think I'm wrong.


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