More good points, of course. But I think half the problem is that ships in
audio games like that don't fire anyway. Sure some drop bombs and the like,
but not in the way we remember... and in alien Outback, it actually is
possible to have four or five ships at once... you just need to turn up the
difficulty. You're on the audio games forum a lot... I don't know if you've
played world of war at all. It's made by Yukio Nozawa... and to me, is
probably the best arcade shooter around right now. Your weapons actually
have different properties, and can serve you in good ways individually...
the speed machinegun has a faster rate of fire, but it can only shoot so
many times before it has to pause and reload. The shotgun can destroy
enemies in one hit which would usually require 3, yet if you shoot something
down, you have to wait for the action to pump again before you can shoot
which takes about a second. Small advances, but improvements over the
formula that we've scene so far. While I never actually played space
invaders, I did play games of similar style... so I do know what the
differences are.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 04, 2012 2:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News
Hi Clemment.
i can certainly imagine a boss like sodom being a real nightmare, indeed
generally the final fight bosses all required a fair degree of tactics to
defeat, sinse you can't just walk up to them and wale on them the way you
could bosses in some other games of the same type.
As to audio space invaders, while I completely agree Jd and Alien outbakc
have carried the gameplay further than basic reactions, they are stil not
imho far enough along, indeed not even to the point of mainstream space
invaders.
Remember in a main stream space invaders game you have perhaps six or 7
invaders above you in a row jigling back and forward, all of which are
firing at different wrates.
stacked above them are perhaps ten more rows of invaders, and these are
all visible at the start of the game.
While I agree having six spaceships all firing at once in audio would
probably be impractical, rather than letting the limitations of sound
limit the amount of information and factors required in a game, audio
games should include more for the player to think about.
For instance, in alien outback the invaders come only a couple at a time
in fairly well determined patterns. make them random, and you've already
increased the challenge. Also, you only need to shoot! the invaders.
Suppose there were invinceable meteorites dropping on you that you simply
had to avoid at the same time your shooting at the falling ships.
This adds another gameplay element and another factor into the game
without increasing the sound complexity, sinse rather than another ship
type to be shot the meteorites require a different approach.
Then how about a bouncing alien bomb that instead of entering from the
top, enters from the side like the spiders in the centipeed game.
once again, just a matter of another sound, but now you'd have to judge
the falling of the bomb and it's impacts with the ground relative to your
own horizontal position even as you shoot the ships above you.
These are the sorts of things that I mean, giving the player more to worry
about and other things to judge, just the way the original space invaders
had six invaders at once with different wrates of fire.
Beware the Grue!
Dark.
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