Re: Treasure Islands

2017-12-22 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

hows the game coming along.

URL: http://forum.audiogames.net/viewtopic.php?pid=343176#p343176





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Re: Treasure Islands

2017-12-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Treasure Islands

Treasure islands now has a page on the database, find it here I've also cleaned up and expanded the page for Echo quadrant as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=343160#p343160





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Re: Treasure Islands

2017-12-15 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

yeah the original elite didn't really give much affect to the various government types. apart from the obvious where you could sell firearms etc. with the way you are coding this game does it allow for future expantion and if so could you expand it to include stuff like this?

URL: http://forum.audiogames.net/viewtopic.php?pid=342161#p342161





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Re: Treasure Islands

2017-12-15 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

@Darren. One of my favourite games is Sid Meiers Alpha Centuri, where you take control of one of a number of different factions and compete for dominance. Also Birth of the Federation, where you can be one of a number of different races.I would love to build a game with complex interation between multiple factions, but given the constraints I'm working within, that's a step to far at the moment. I have tried, in the past, and had a galactic map where territories changed as one faction invaded another's territory.Maybe I could do a simplified version of that, with trading opportunities affected by the faction in control. And just refer to the factions in the mission text. The original Elite had government types. I could extend them to include active factions.

URL: http://forum.audiogames.net/viewtopic.php?pid=342148#p342148





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Re: Treasure Islands

2017-12-14 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

yes lol I realised 1 stars lol although if it's proceedually generated it will get bigger I think. what about different factions and organizations? you could do missions for the military or other such factions.

URL: http://forum.audiogames.net/viewtopic.php?pid=342043#p342043





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Re: Treasure Islands

2017-12-14 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

Hi Darren,10 thousand stars to visit isn't enough, he asks, smiling?The plan at the moment is to have a procedurally generated map, which will include a network of wormholes leading to distance stars, bypassing hyperspace. I will have nebulae and asteroid belts. Stations around planets and different kinds of planets which you may be able to land on if your ship is properly equipped.The game will revolve around trading between populated systems and combat, just like the original. I want to add missions which will make some use of the unpopulated systems. I may make more use of the unpopulated systems, but that will take more planning.There will be alternative ships to buy, equipment to purchase. Possibly an automatic rail gun turret as well as a main beam weapon.You will scoop up cargo, and broken down asteroids and sun skim for fuel, like the original.Lots to work out, especially the missions.

URL: http://forum.audiogames.net/viewtopic.php?pid=342041#p342041





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Re: Treasure Islands

2017-12-12 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

nice one. are you going to try and make the universe bigger at some point? what will you be able to do with the unpopulated systems? what sorts of features will you include in the game?

URL: http://forum.audiogames.net/viewtopic.php?pid=341822#p341822





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Re: Treasure Islands

2017-12-12 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

Just an update on my next project:Experiments with using sound to provide position and movement information has led to using a solid tone for objects in front of the player and a trill or warbling tone for those behind. The doppler effect works okay to indicate movement towards, or away from the player. The player can identify the object type, broadly speaking, by its general tone and duration, as well as determine its position.For the universe, I'm moving towards a grid of 100 by 100 star systems, accessible via hyperspace, with 600 populated systems. But all stars can be visited. Flying through hyperspace is an alternative to working with a 2D map.The universe is connected to the flight sim, which is connected to ship and object types and includes environmental zones. Ships vary in type and equipment. And trade is linked to system politics. There's a lot to do.The game will hopefully be a 2D version of Elite, flown using the keyboard, mouse or joystick. Rate of turn and forward speed can vary, like in a plane, so it should have a dogfighting feel.And I'm designing it to make the inclusion of a few missions easier.Will be back in touch when done, but all the elements of the game are feasible.

URL: http://forum.audiogames.net/viewtopic.php?pid=341819#p341819





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Re: Treasure Islands

2017-12-11 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

Hi DarrenThe initial tests I've been doing involve the use of basic tones in a pattern, rather than audio samples or effects like engines.I want the player to feel like they are in a real environment, with ships and other objects passing by, chasing you or being chased by you.The problem is providing a system to help the player identify the position of an object, or multiple objects.It is in 2 dimensions only, like Treasure Islands, but you will be dogfighting at speed.Using the stereo bias of left and right, provides information on objects to the left or right, but doesn't help when the object is behind you.I'm aware of 3D sound, but I don't know its capabilities or how to do anything, even if its available.The amplitude or loudness of an object can give an indication of distance.I'm using a subtle change in pitch to mimic the doppler effect, which works okay.At the moment, I have a system for prioritizing objects and assigning them to one of just a few sound channels. So you might hear a missile coming after you, as well as the ship that fired it, and perhaps a nearby asteroid.On top of all this you will have throttle changes, weapons lock indicator, detection of sun and planet, weapons fire, shield and hull damage and warnings.So it could get quite busy.My current idea for hyperspace is that you can enter hyperspace anywhere, and you navigate through hyperspace like normal space.You would hear beacons in front of you and to the side, much like your idea for ship engines.If you've set a distant target system, then you would hear that too, possibly.You would exit hyperspace on reaching a beacon. If you run out of fuel then you could become marooned in hyperspace.I'm leaning towards being able to exit anywhere, but if you're not near a beacon then you would end up in a system with just a star.This would also allow you to be diverted and ambushed by aliens, like in the original Elite.The odd wormhole, in normal space, would spit you out directly into another, distant system.Wormholes would be one way and bypass hyperspace.Some of this is dependent on how the program develops when I add new functions. Sometimes a good idea can be difficult to implement, and a simpler but more effective solution appears unexpectedly.Hope the above provides a flavour of what I'm aiming for.

URL: http://forum.audiogames.net/viewtopic.php?pid=341706#p341706





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Re: Treasure Islands

2017-12-10 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

hmmm I wonder. I've been thinking about this. are you going to have ship engine sounds in the game? because I'm wondering if you could for example target a vestle, when the vestle is targeted you could have a series of beeps like you would get for missile tracking. the closer the beep sounds are together the closer the vestle is. you could have the beeps and the engine noise of the specific vestle changing in relation to where you are. so you could hear it off to your left or right. increase in pitch of the targeting beep could mean it's above you a decrease is below you. when the target is centered you could have a constant beep or a different type of sound.before you you go into the actual game you could have a training mission. some mainstream games do this. this would talk you through the main controls you would need for flight navigation etc.how are you going to deal with hyperspace? depending on what you say I might have some ideas on that.

URL: http://forum.audiogames.net/viewtopic.php?pid=341634#p341634





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Re: Treasure Islands

2017-12-10 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

Combat would be in real time and part of the flight sim, when flying to and from planets. Just like elite.The main trick is allowing the player to identify and chase ships and objects through space.I'm experimenting with simulating a doppler change in tone to provide a more immediate indication of whether an object is moving towards you or away, in combinaton with amplitude and stereo positioning.I'm using simple sounds built into the language, which includes 8 different simple waveforms or voices.Objects and ships would sound like beacons playing a simple pattern very fast, so you can distinguish between missiles and ships.The pattern reverses when the object is behind you.It's all experimental at the moment.The size of the universe is undetermined at the moment. At minimum, it needs to be large enough to explore, and allow navigation while avoiding anarchy systems. But we're talking hundreds of star systems at the least.The universe would be procedurally generated, with a few creative touches.I'm still working on the method of creating a simple solar system, and how much it could contain.This has to be joined up with the ability to create missions and spawn ships, both enemy and neutral.

URL: http://forum.audiogames.net/viewtopic.php?pid=341629#p341629





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Re: Treasure Islands

2017-12-09 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

how big are you currently thinking of making the universe.

URL: http://forum.audiogames.net/viewtopic.php?pid=341542#p341542





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Re: Treasure Islands

2017-12-09 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

I'm designing the program to make the inclusion of missions easier to add. The technical part is recognising certain events and being able to script missions so that events trigger the next step. I'm leaning towards the player navigating in hyperspace, like in Babylon 5. So you steer towards a hyperspace beacon which brings you back into normal space when reached. That way, I can include a beacon, or directional sound, for a distant target location. But it's just an idea at the moment. When making a long trip, you would have to re-enter normal space to refuel.I may also be able to add wormhole shortcuts through space.

URL: http://forum.audiogames.net/viewtopic.php?pid=341538#p341538





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Re: Treasure Islands

2017-12-08 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

no I agree with a game like this you wouldn't want turn based combat.

URL: http://forum.audiogames.net/viewtopic.php?pid=341436#p341436





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Re: Treasure Islands

2017-12-08 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Treasure Islands

Freeman69! Sounds like Christmas for me!In case of the combatsystem: Maybe you could try to release some conceptdemos of how combat would work so we can discus the pros and contras?I am not a big fan of turn based combat. It takes out the speed of the entire game. I realy can see the strategic chance, but it is somehow strange to fly arround the galaxy in realtime and have to stop in action parts.

URL: http://forum.audiogames.net/viewtopic.php?pid=341434#p341434





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Re: Treasure Islands

2017-12-08 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

yeah a real proper elite styled game would be brilliant. elite is the farther of all simulators.

URL: http://forum.audiogames.net/viewtopic.php?pid=341432#p341432





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Re: Treasure Islands

2017-12-08 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Treasure Islands

That sort of game would rock. I love the idea of missions, though I don't know if owning and managing your own station is needed, after all not every space game should be the same, though the chance to upgrade your ship, buy better gear and for the game to have some sort of end point would be nice indeed. I've had friends who loved elite so the idea of an audio version with actual navigation that wasn't entirely turn based would be very cool.

URL: http://forum.audiogames.net/viewtopic.php?pid=341431#p341431





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Re: Treasure Islands

2017-12-08 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

what about certain types of missions and perhaps owning your own stations etc?

URL: http://forum.audiogames.net/viewtopic.php?pid=341422#p341422





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Re: Treasure Islands

2017-12-08 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

Looks like I've got a new project. Although it will be more like the original Elite than Elite 2.I've done something similar before so I know I can include the following:Trading goodsPurchasing equipment for the ship, which takes up room in the cargo holdTrading up for a different ship with different capabilitiesSun skimming for hyperspace fuel, and cargo scoopingDocking at a staton near a planetWhat I'd like to include is missions, and perhaps the ability to land on some planets.The real time combat is the most critical feature and something I'll have to experiment with.

URL: http://forum.audiogames.net/viewtopic.php?pid=341421#p341421





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Re: Treasure Islands

2017-12-07 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Treasure Islands

personally I'd suggest both names and numbers. Numbers make for easier navigation, since it's always easier to type warp to 152 than warp to Taosetti miner,  names, especially if tied to text descriptions make things far more atmospheric.As Darren said, a game like that would be amazing, though in the mean time I'll try to add treasure islands to the db this weekend.

URL: http://forum.audiogames.net/viewtopic.php?pid=341388#p341388





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Re: Treasure Islands

2017-12-07 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

well in the very first elite game each galaxy had around 2000 starsystems and there were 8 galaxies. but the galaxies and systems weren't randomly generated. you had a range of lets say 8 lightyears to jump with a full fuel tank. sadly the first elite only had 1 planet and 1 star and 1 space station per star system. but it was very much ahead of its time. that's 1 thing I loved about elite 2 it was far more detailed in terms of starsystems and it used real space physics including lightspeed theory whereby the closer you got to lightspeed time passed differently for you than it does for the outside universe. it might take a few seconds for you to reach another starsystem but a few days passed in reality.

URL: http://forum.audiogames.net/viewtopic.php?pid=341337#p341337





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Re: Treasure Islands

2017-12-07 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Treasure Islands

HMM, do whatever is best for you. I like both ideas!:xdOh my god! I cant wait to see even the first Beta!:xd

URL: http://forum.audiogames.net/viewtopic.php?pid=341334#p341334





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Re: Treasure Islands

2017-12-07 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

I will see what I can do with an Elite style game. Treasure Islands includes a few aspects that I can take further and develop into space travel and trading game.I had wanted to add ships to Treasure Islands, but the complex shapes of the islands and the randomised map feature made that more complicated than I wanted to deal with. But in space, with just a large planet and sun, that simplifies the problem.I also think I have a novel idea that will make 2D dogfights very interesting. Nailing that is the key.There is one problem though. In Elite the star systems had randomly generated names with very strange spellings. Should I stick to a numbering system like in Stargate, for example P1234? It would allow the player to type in a hyperspace destination. Or should I stick with lists of names to scroll through, with descriptions, or maybe allow both?

URL: http://forum.audiogames.net/viewtopic.php?pid=341332#p341332





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Re: Treasure Islands

2017-12-06 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Treasure Islands

Just a miner correction it isn't true that we have no space trading games, we even have some single player ones. It is! true we have no spaceship games that work in real time with an actual flight sim style navigation system, or even a 2d arcade navigation system ala treasure islands. Hell we don't even have a tie fighter  complex space shooter since all the space based arcade games we have tend to be of the space invaders variety. In terms of trading, there are the smugglers games which are turn based and very cool for their theme and combat, but less free form in the way you progress (I love the missions, stories etc, but the trading is rather secondary), there is then traders of known space by valiant galaxy associates which is great as far as it goes, but basically functions like a board game albeit a randomly generating one.So a game with some action elements in navigation plus trading and ship upgrades would rock, I've heard loads about elite and have friends who are huge fans, but due to too much text I've never been able to play it, even though the original probably did have simple enough graphics for my vision to cope. I also however love the idea of a dungeon keeper style game, especially because the notion of playing an evil wizard breeding nasty monsters, expanding my evil dungeon with traps and  hazards, and squashing those pesky heroes quite appeals to me .

URL: http://forum.audiogames.net/viewtopic.php?pid=341245#p341245





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Re: Treasure Islands

2017-12-06 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

have you decided what that project is going to be?

URL: http://forum.audiogames.net/viewtopic.php?pid=341212#p341212





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Re: Treasure Islands

2017-12-06 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

I am reading all your comments and I am hoping to build games that meet everyone's wishes.Treasure Islands was originally intended to have a pirate theme, cannons and looting and walking the plank. But I had to focus on the navigational side of things, which involved a learning process. Everything takes time, but every step forward introduces new future possibilities.I should have stated more clearly that Treasure Islands is a puzzle with some random elements, and not an epic quest. But I hope that it has a charm of its own.Reading all your feedback makes me want to start working on the next project.

URL: http://forum.audiogames.net/viewtopic.php?pid=341208#p341208





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Re: Treasure Islands

2017-12-06 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Treasure Islands

Thats absolutely the point, yes! And, thats a truely shame!

URL: http://forum.audiogames.net/viewtopic.php?pid=341207#p341207





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Re: Treasure Islands

2017-12-06 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

I think elite or an elite style game should be the next thing purely because we haven't got one.

URL: http://forum.audiogames.net/viewtopic.php?pid=341206#p341206





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Re: Treasure Islands

2017-12-06 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: Treasure Islands

Hey Freeman69! I am so glad to see you back here again!HAHA, and let me tell you!I had no interest in this boringsounding game. But i played the last 40 minutes and love it a lot! It is somehow. sweet.I totaly agree with Dark and the others. This game could need a lot more of complexity. But if you want to keep the game as it is, its also OK.OK, one little sugestion: You could add somekind of dockingspeed. Cause it is a little strange that you can dock on a port with full speed!:-)I am looking forward whats next on your list!A dungeon keeper clone? Yes please!Elite? Please yes yes yes yes please!:-)

URL: http://forum.audiogames.net/viewtopic.php?pid=341205#p341205





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

if you want to add more complexity to a space trader make it an empire builder. something that can allow for npc traders to trade with you so you can affect the economy and make it so they can go into competition with you. defending your holdings from attack and other such things.

URL: http://forum.audiogames.net/viewtopic.php?pid=341161#p341161





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Treasure Islands

oh would love to see elite brought to audio that would be a dream come true for me considering I used to play that a ton.

URL: http://forum.audiogames.net/viewtopic.php?pid=341159#p341159





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Treasure Islands

Hi. A game like Dungeon keeper is something I've wanted to play for quite some time, and of course audio  space trading and progression games are always great fun.IN TERMS OF  PROCEDURALLY GENERATED STUFF, GENERALLY THE MORE ELEMENTS YOU have to work with, the more random things get, even down to things like text description of items which can make things feel new even if  game mechanics are the same, which is one tactic I've seen used in several very good text games to great effect (take a look at The wastes and warsim for some brilliant examples of this), so I shouldn't worry too much since when one doesn't have graphics  it's amazing how much even if   small amount of atmospheric description can do, especially when that description gets played with by random generation.Getting  back to treasure islands though, I do get  that this  is a  casual game, and I'll definitely try more of the maps, though  I do like the idea of at least a little by  way of expantion to firstly  it clear that this is best played quickly, and secondly give something of a sense of danger while roaming around treasurehunting, and hay as your making all that gold you might as well use it for something . Still,  I actually can  see how  between  this and echo quadrent your thinking in terms of more complex games, and I'd definitely be up for such a project if you plan one, and in the  mean time both games are definitely fun to play,  I need to work at echoe quadrent a little myself to get how to actually progress in the game .

URL: http://forum.audiogames.net/viewtopic.php?pid=341144#p341144





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

In answer to Jason, there are reefs that can cause damage, as well as running into land or rocks.Hi Dark.Although turning might be a little slow at times, I wanted the game to have a realistic feel, and to move away from a grid alignment.The difficult and devious maps probably offer the most challenge in terms of navigation.I also wanted the game to be relaxing and a bit of idle fun.Having incorporated new ideas for the use of sound, they may lend themselves to other types of games, including platforms and ladders, frogger, or perhaps a 2 dimensional version of Elite. I did start work on a very large space game to follow Echo Quadrant, but it started to feel repetitive. Environments created by algorithms can be limitless in size but dull.I also looked at doing a conversion of Dungeon Keeper, at least as far as directing minions to take on certain duties.@keyisfull: I did consider upgrades to the ship. I know people are looking for complexity. I'm hoping to combine everything I'm learning into making something bigger and better.

URL: http://forum.audiogames.net/viewtopic.php?pid=341125#p341125





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Treasure Islands

Okay forget what I said in the last post . When I stopped trying to play the game like a strategy game and started playing it like an arcade game it was a lot more fun, and a lot more challenging, indeed this is how I recommend most people play, only bother about the calculation when  your finding treasure or have  port you can get to in a streight line, for most of the going round the islands it's far more fun to try and keep close to the coast but not so close in you damage yourself, this is also where the sonar comes in handy, though you might consider also making that directional as well since it is a little odd to have something to port that doesn't sound to port.The two main things I'm finding now, is firstly that cargo runs and finding all the ports is much harder than finding all the treasure, and secondly that there really should  be a little more by way of incentive to make the player want to go faster. I'd suggest adding  some sort of extra action element to the game to make players speed up, such as pirates attempting to steal the cargo, which move very slowly, but are always trying to get you. Ship upgrades as Keyisful suggests would also be nice, especially with the pirates, and anyway pirates are cool Ga!

URL: http://forum.audiogames.net/viewtopic.php?pid=341124#p341124





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : wp85 via Audiogames-reflector


  


Re: Treasure Islands

Definitly gonna check this out!

URL: http://forum.audiogames.net/viewtopic.php?pid=341104#p341104





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


  


Re: Treasure Islands

I think it would be coolif you could use your gold to purchase ship upgrades, like speed upgrades. I did manage to crash my ship into an island, and if you hold down the up arrow to try to keep on going, you will die very quick, so don't do that, because i did. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=341103#p341103





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: Treasure Islands

hi there.ah nice oneI have 12  golds so far what could make your ship damage though?

URL: http://forum.audiogames.net/viewtopic.php?pid=341086#p341086





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Re: Treasure Islands

2017-12-05 Thread AudioGames . net Forum — New releases room : freeman69 via Audiogames-reflector


  


Re: Treasure Islands

Treasure Islands is a real time sailing and navigation game running on Windows.All speech requests are sent to a screen reader using Tolk.The player must locate sunken treasure and deliver cargos to complete the game.The game includes 7 fixed maps of varying difficulty, and one that can be randomly generated.The current game is automatically saved on entering a port, or quitting when in port.SailingThe player sets the speed of the ship from three options: full stop, half speed and full speed.While at stop, or moving, the vessel can be turned continuously by steps of one degree.The player is alerted to the presence of objects in front of the ship, including distant island coastlines, ports, navigational hazards and high altitude objects beyond the horizon.There are additional controls to announce your current bearing and location.Critical distances to objects are automatically announced.Your ship is equipped with basic sonar.Sonar usually points forward, but can be turned, to face to port or starboard.The tone indicates the type of object detected, while the rate of repeat indicates proximity.Basic navigation and tipsNavigation is achieved through the use of bearings, and a map co-ordinate system of northings and eastings similar to latitudes and longitudes. There is an independent tone that indicates sector transitions, that is, movement from one map grid location into another.The sound of surf upon the shore is directional, which may also aid navigation. Island information can be purchased for islands not yet visited.When at stop, decreasing speed will force the announcement of directly accessible ports.Press SPACE to access the pause menu.On running Treasure Islands, the game opens a Window, presenting the user with a bespoke menu.The menu is controlled using the mouse, or the cursor keys and ENTER.Due to compatibility issues, alternative keys to the cursor keys are available.The menus follow a common layout.A vertical exit bar is located on the left.The remainder of the window is split into 16 rows, with the top row acting as the menu title.For best compatibility use the keys W, S, A, and D, to control the cursor, but, NVDA settings need to be adjusted, see below.Menu controls include:Cursor up, or W, or 8Cursor down, or S, or 5Cursor left, or A, or 4Cursor right, or D, or 6Press ENTER or click mouse, to select a menu itemPress X, or 2, to exit the current menu quicklyShip controls include:Increase speed by tapping cursor up, or W, or 8Decrease speed by tapping cursor down, or S, or 5Turn to port by pressing cursor left, or A, or 4Turn to starboard by pressing cursor right, or D, or 6Press Q, or 7 to announce your current bearingPress E, or 9 to announce your current location as a northing and easting co-ordinateDecreasing speed when at a full stop triggers a quick scan for easy to reach portsPress SPACE to open the pause menuPress Z, or 1, to point sonar to portPress X, or 2, to point sonar forwardPress C, or 3, to point sonar to starboardAs mentioned previously, using the cursor keys may create a compatibility issue, therefore alternative keys are recommended for playing the game.The game was tested using NVDA on Windows 7, and for the announcements to function correctly, the following NVDA settings should be adjusted via the preferences and keyboard settings menus: Speak typed characters off, and Speech interrupt for typed characters off.Alternatively, the ship can be controlled with a 3 button mouse, with mouse wheel.Any combination of the controls, listed above, can be tried.Another alternative is to press F 3 to toggle between Tolk and SAPI speech.The menu system allows the user to create keyboard shortcuts.Press F 1, to record a shortcut. Make sure the mouse pointer is over the required menu entry, before pressing the desired shortcut key.To remove a keyboard shortcut, use the same process, but press backspace.If you are using the mouse to access the game menus, then be aware that visible portions of text may result in occasional speech errors. To prevent this, hide the menu text via the visual settings menu.Leaving Port.When the new game option has been selected, or you are currently docked, there is a menu option to set sail.Upon setting sail, your ship will be placed beyond the edge of the harbour, pointing on a bearing towards the open sea where possible.Any ports, within easy reach, will have their respective names and bearings announced.Not all ports or harbours are within easy reach, and you must navigate around each island to find them.Islands come in various shapes and sizes.Finding treasureFor every new port you visit, you are rewarded with the co-ordinates of a sunken treasure.A list of treasure locations can be accessed via the pause menu.Sail to the treasure location and send down divers, via the pause menu, to recover the treasure.Centring sonar when already centred will trigger the announcement of the nearest treasure location.Transporting cargoMost