I think the problem is better the devil you know than the devil you don't.

In some ways the audio games community certainly our side of it has been
going round in circles for quite a few years with a few acceptions. So
really what needs to happen is for people to realise that there is something
good to be had from breaking the cycle.

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 01 August 2011 10:06
To: Gamers Discussion list
Subject: Re: [Audyssey] About the mag

Hi Jeremy,

Right. In that way we are thinking quite a lot alike. We each see
things that could be improved, new types of games to add to the
community, and all of it is to the good.

I also like your idea of someone writing an article in the Audyssey
Magazine covering various development aspects like game ideas,
features, control features, level layouts, etc that have been
successful and that worked out well for the game players at large. I
myself am experimenting with such issues right now in Mysteries of the
Ancients as some of the features I've added were not really tried in
an audio only format before. One of those is an analog jump system.
Which isn't really hard to add, but has been largely avoided until
now.

Of course, analog jumping has been present in every mainstream game
from Montezuma's Revenge, to Donkey Kong, to Super Mario Brothers,
right up to the present. The problem with that is though that since
you have to time or gauge the length of a jump that sometimes requires
a bit of site to see weather or not you need to do a short hop, a
short jump, or a very big jump to overcome the trap ahead. One way I
have dealt with this issue is by changing the pitch of the pits so you
can hear if the pit is large or small. A large chasm will have a
deeper wind sound than a smaller one. If a player comes upon a deep
windy sounding pit sound he or she might consider giving Angela a
run-up before jumping. If the chasm wind sound sounds higher he or she
can try and perform a standing jump. It is actually pretty accessible,
and I've found analog jumping can be just as accessible in an audio
only format as in a video format.


The only catch I think I've ran into in regards to analog jumping is
the players themselves. Many of them are use to a fixed jump, IE a
fixed length to jump, and often let up on the jump keys too quick or
too late ending up in the fire, lava, spikes, etc. I think though that
this issue can be solved with time and practice as its a slightly more
advanced type of jump than they are use to and they need time and
practice to get use to it.

Cheers!


On 7/31/11, Jeremy Kaldobsky <jer...@kaldobsky.com> wrote:
> Thank you Thomas.  It seems like we are on the same page here.  Of course
we
> are concentrating on different things, the common thread is that we are
> seeing the importance of pushing forward.  You are hoping to push higher
> standards of development, I am trying to push for some different ideas
that
> I haven't seen here, while I'm sure others are pushing for new interface
> ideas for existing game types.  In the future we need all of these things,
> and more!  We can't expect anyone to work on everything, but as long as we
> can get people pushing forward in their own unique way, it opens the door
> for the advancements to be combined.  It is inevitable that future
> developers will use game ideas someone had to pioneer, develop them to a
> quality standard someone had to push to happen, and use far greater
controls
> which someone took the time to envision.  A person pushing advancements
down
> any path, will eventually work its way into everything else.
>
> I wouldn't be qualified to handle this, but if anyone else feels up to it,
I
> know what kind of articles I would be very interested in reading.  Pick
some
> style of game that is popular now, I'll use side scroller as an example.
> Write about the earlier games that used the style, pointing out how each
> improved the style and raised the bar for the next game.  I would love to
> read about game ideas, control features, level layouts, and so forth that
> clearly worked well and then showed up in later games.  Detailing how
> changes solved past problems, and bringing attention to what problems
still
> seem to exist today, will help encourage people to theorize their own
> solutions to the problems.  Just off of the top of my head, how pits or
> raised platforms are handled seems to be something of a current issue.
> People have tried different approaches in games, and I'm sure there Has!
to
> have been a steady stream of advancement in this area.  I'm sure the
> sidescroller
>  developers have ideas for how to further improve them down the road also.
> This kind of stuff is very interesting to me, because it would shed light
on
> a puzzle which has been passed from developer to developer.  I might learn
> that my idea has been tried by someone, and I could read about how well or
> poorly it was received by the players.  Hopefully it would breed
discussion,
> and speed up the rate of new advancements.
>
> I'm just tossing ideas out there.  It is always annoying when someone
> suggests that a job be done, but doesn't volunteer to do it himself, lol!
> For that, I apologize everyone!  :)

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