Hi Dark, Yep. The new game will simply be an adaptation of the existing MOTA code from beta 22 since all of the basic code is there such as menus, jumping, running, swimming, saving/loading games, whatever. All I really need to do is redesign the levels, perhaps update the enemy AI for newenemies, use different sounds, and bingo. We've got a different game based on some well tested code. I could probably have a beta or concept demo out in a month because of the simplicity of working with a template.
As for traps that makes sense. Certainly its easier to draw a wall of electricity than a large blade that moves up and down or spins in place. All of the traps in Montezuma's Revenge were very very simplistic because they were easy to draw, and didn't require complex graphics. Fire pits, lava pits, drop-offs, and burning ropes are child's play for a programmer. The traps seen in Prince of Persia were slightly more advanced, but then again so was the graphics technology etc which made drawing them possible. In this case we don't need to worry about teh graphics, and can do anything we want as long as we can represent it in audio. Cheers! On 2/8/12, dark <[email protected]> wrote: > Hi Tom. > > As you can imagine I like this news very much. i was sorry Mota > stopped, ---- not because I was totally against a 3D game or tied to a side > scroller, but simply because Mota was doing things we've not seen in an > audio side scroller before. Vertical movement, analogue jumping, mazelike > levels, keys and doors etc. > > Now, it sounds like though more of an arcade game, a pitfall game would > still! have all of those elements, and indeed probably I'm guessing you'll > use some of that code that you spent all the blood and tears writing. > I'd also be extremely glad to help in the voice department if I can as well, > though obviously for that game you might want an American main character so > as to be more distant from mota, ---- still if you need other parts doing > let me know. > > as regard traps and such, I like the idea of keeping things low tech, ---- > perhaps even having one or two magical elements or enemies such as giant > scorpions, demons and the like (the astecs certainly had some less than > pleasant gods who would make very nice bosses or antagonists in the game). > > I actually think The scifi elements in the first monti game for the Atari, > such as the conveyers and electricity, were not actually there by design, > but there because they were graphically easier to represent, sinse afterall > to create electricity all you needed was a blue wavy line with a bit of > fuzz, where as animating something like a gilliteen would be far more > difficult. > > it's quite possible to think of low tech ways of creating timing and ground > traps, ---- for instance instead of intermitent turning on and off > electricity, a falling and rising blade or stone weight on a rope, and for > conveyrs a flowing current of water or sliding sand. > > Deffinately a good idea and I look forward to seeing where it goes. > > beware the grue! > > Dark. > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
