Personally I feel the exact same way. I was merely making a suggestion is all. It's Thomas' decision and his alone whether he decides to do anything about it
We are the Knights who saaaaay...Ni!
----- Original Message ----- From: "Darren Duff" <duff...@gmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Tuesday, August 16, 2011 10:31 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


Nah... People need to stop wining and except change and play the game. This
game has been through the ringer and needs to be completed the way Thomas
wants to make it and if people don't like it then they don't have to play
it. You can't make everybody happy and I know that Tom has already said that the game already isn't what he wanted it to be because people don't like one
thing or another and he is trying to make them happy.  I say just make the
game as you like and get it done.

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Tuesday, August 16, 2011 12:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Maybe release the Beta 18 sounds as a separate sound pack? That way those
who wanted it could have it while those who, like me, are happy with the
newer sounds, could stick with those. It's the sae idea that was discussed
with regard to speech packs with different voices.
We are the Knights who saaaaay...Ni!
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted house rather than an ancient
temple. The older ones (a stone door) really make the ambience
authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable aid
in making my times with the levers, and getting over the fire pit in
level one and the chasm in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since beta 19 rather hard to here, particularly near
statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the monsters
in the game without getting hurt. The enemies with bows and fire
spells are usually the only ones to hit me, seeing as I can just shoot
the others before they get close. This leads into the suggestion: it
might add a level of difficulty (perhaps in later levels, or in all of
them if you like) to have more than one monster in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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