Re: [Audyssey] Noodling a new game concept.

2006-06-27 Thread Thomas Ward
Hi, Chris.
Man that sounds awesome. I only wish I had thought of a game like that. 
Grin.
Anyway, first order of business the game certainly would have to be sort 
of turn based.  I couldn't imagine doing all this in real time, but I 
suppose with allot of hard work it could be done, but you would have to 
have AI characters all over the place. Heavy CPU processing for this 
games AI alone. Another reason for going turn based. Real time would eat 
processing power like mad.
Second, the only way I could see you effectively doing the map is have a 
view map mode.In this view map mode you would be able to arrow through 
the array which holds the map and you can have it announce what is in 
that location. Arrow right Union soldier, grass, Union soldier, tree, 
grass, grass, etc.
All I can say is if you haven't programmed in 15 years you need to do 
allot of learning before even thinking of a game of this complexity.



Christopher Bartlett wrote:
 I am going to start work on creating a tactical/strategic land battle 
 simulation game that is accessible to the blind gaming 
 community.  I'm doing this for myself, and if others enjoy it, so 
 much the better.  Here are some initial thoughts and I'd-like-tos 
 that should give the rest of you an idea of the sort of thing I'm 
 considering, along with solicitations for ideas how to solve the 
 major problems.

 1.  Scalability.  I want the player to be able to operate at command 
 levels from small units (platoons and companies) up through corps and 
 army command.  The game would be played as a series of scenarios 
 featuring various levels of command, each of which would have 
 different time and space scaling parameters.  With the battle at 
 Gettysburg as my first intended scenario pack, there could be 
 scenarios for Meade and Lee as army commanders, Longstreet, Reynolds 
 and Hancock among others as corps commanders who played significant 
 parts in the battle, down to regimental scenarios, such as 
 Chamberlain and the 20th Maine's defense of the Little Roundtop on 
 the second day, or the battles across the Wheat Field.

 2.  CommandControl.  There are many simulations that allow you to 
 maneuver units around directly.  What I'd like to create is something 
 where the player issues orders to units, based on information 
 reported to him/her, and then the game shows the results of the 
 imperfect execution of the orders based on the unit's morale and 
 effectiveness.  (green units, even with high spirit are less 
 effective than veteran units.)  Different levels of complexity or 
 skill levels could incorporate different amounts of variation from 
 the expected order execution.

 3.  Fog of War.  Information given to the commanders should be of 
 varying quality dependent upon the measures he/she takes to gather 
 it.  At Gettysburg, Lee had less than his accustomed high quality 
 intelligence about Meade's dispositions because JEB Stuart's cavalry 
 was off joy-riding rather than performing their 
 screening/intelligence function.  There should be a premium on 
 gathering tactical intelligence, and the commander who fails to do 
 this should be punished when he/she guesses wrong.  The skill levels 
 modify how imperfect intelligence is.

 4.  Terrain effects.  Here is my first significant conceptual problem 
 and I'd welcome input.  How does one convey terrain information 
 audibly on a large scale?  This is not simply putting a player into a 
 three-dimensional soundscape, this is conveying details of a large 
 map to the player so he/she may maneuver units around on it.  How do 
 I convey the shape of Meade's defensive line to the Confederate 
 player?  How do I convey the terrain that leads up to the line on 
 Cemetery Ridge?

 5.  Scenario generation.  I'd like to make it possible for players to 
 contribute scenarios, complete with user-created maps, forces 
 etc.  My primary interest is Civil War, but others might be more 
 interested in ancient battles or more modern ones.

 Before anyone gets overly excited, my programming skills are fifteen 
 years out of date, and I never did any Windows programming.  I 
 haven't the faintest idea where to begin to learn all that stuff.  I 
 have the desire to learn and the will to put some time into this 
 project, since I expect no one else will do it.  I'd appreciate 
 suggestions for resources/offers of encouragement/much patience.

   Christopher Bartlett



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[Audyssey] I just had to say it - Re: thoughts on monty

2006-06-27 Thread Charles Rivard
What a crodk!! Ain't word play fun??
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 26, 2006 10:43 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Bryan.
 Yes, there are still other enemies that haven't been introduced yet. For
 example there may be some crocks, and there will be zombies walking
 around in some of the temples.
 There is allot of traps that haven't been introduced yet. Let's just say
 Alpha 1 is only a preview of that which is to come.


 Bryan Peterson wrote:
 I noticed in the description of the game that snakes, spiders and
 skulls weren't the only monsters listed. Will there still be others?
 It said something about undead enemies as well. I did notice in other
 similar games that aside from lava pits, cliffs and things, there were
 also swinging blade traps that had to be avoided in some way or
 another. I wonder if that's something that could be simulated well
 solely with sound. One of those types of games were the Prince of
 Persia series, and Monty does bear some resemblance to the Prince of
 Persia games in that you're exploring some ancient temple in search of
 treasure. Then again treasure hunting was more of an aside in Prince
 of Persia, but the climbing, jumping, running and avoiding traps are
 all present.



 It ain't pretty when the pretty leaves you with no place to go.


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Re: [Audyssey] some people don't like challenge

2006-06-27 Thread Chris Frahm
Elmirashe said
I want to hug you and squeeze you andlove you all over (kiss you?) 
something like that.  What is this conversation in with?  Missed it.
But I loved tiny toon adventures it made my days great.
Chris
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 27, 2006 12:47 AM
Subject: Re: [Audyssey] some people don't like challenge


 Hi, Bryan.
 Ah, yes. Elmira was it. She was related to Elmer Fud as I recall.
 Her voice was certainly annoying. Come here you cute little fuzzy wazzy
 bunny.or something like that. Sheesh.



 Bryan Peterson wrote:
 It was Elmira actually. The thing I remember most about her was she
 had a very annoying voice, and I mean very.



 It ain't pretty when the pretty leaves you with no place to go.


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[Audyssey] monty's ladders

2006-06-27 Thread Phil Vlasak
Hi Tom,
About the metal ladders in Monty, don't you guys know that there were 
earlier plunders of those temples who unfortunately died thus they did not 
have a chance to remove their metal ladders?
And the warp platforms came from time traveling adventurers.

Phil


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 26, 2006 11:57 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Will.
 Well, as for falling off ladders that has now been corrected in the
 patch I am working on. You can't fall off of them.
 As for metal ladders it is a bit unrealistic to have metal ladders, but
 then again there are always unreal elements in games. For example, they
 didn't have warp platforms, rolling living skulls, man sized spiders,
 etc in the 16th century either.
 The main reason I went back to metal ladders rather than wooden ones is
 people want the top of the ladders to sound different from the bottoms.
 Using a specific sound for each helps a person know to go up or down.
 Another reason is there is wooden bridges in the game in higher levels.
 I think it wize that the bridges sound different from a ladder.


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Re: [Audyssey] some people don't like challenge

2006-06-27 Thread ari
Hi Chris,
We were talking the Tiny Toons video game on the Nintendo. I actually think
their was another one,, my friend had it. It wasn't exactly an adventure,
you were a toon at a fair, and you could go on six different rides, I
remember one was bumper cars, the other was one of those rollercoasters
where you sit on the log, I can't remember the others. About cartoons, me
and my cousin watched Tiny Toons, Anamaniacs, and Pinky and the Brain! By
the way, what was the codename for that Nintendo machine?
Ari


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[Audyssey] decent into madness.

2006-06-27 Thread Ian McNamara
i just downloaded dicend into madness when i try to load a game it says an 
error has accard can any one help me 
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Re: [Audyssey] decent into madness.

2006-06-27 Thread Mich Verrier
hi all where do you go to download descent in to madness?
from Mich Verrier from New Liskeard Ontario Canada
- Original Message - 
From: Ian McNamara [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Tuesday, June 27, 2006 9:34 AM
Subject: [Audyssey] decent into madness.


i just downloaded dicend into madness when i try to load a game it says an 
error has accard can any one help me
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Re: [Audyssey] decent into madness.

2006-06-27 Thread jack scrimshaw
Where'd u get it mac and i'll have a go mate.
you ai'nt heard nothing til ya heard it from the mad man 
www.livejournal.com/users/afro_thunder nothing but pure truth.
- Original Message - 
From: Ian McNamara [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Tuesday, June 27, 2006 2:34 PM
Subject: [Audyssey] decent into madness.


i just downloaded dicend into madness when i try to load a game it says an 
error has accard can any one help me
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Re: [Audyssey] Noodling a new game concept.

2006-06-27 Thread Christopher Bartlett

Anyway, first order of business the game certainly would have to be sort
of turn based.  I couldn't imagine doing all this in real time, but I
suppose with allot of hard work it could be done, but you would have to
have AI characters all over the place. Heavy CPU processing for this
games AI alone. Another reason for going turn based. Real time would eat
processing power like mad.

If I find I absolutely have to do that, I will, but I do want the 
flavor of having to make real-time decisions, then having a unit's 
effectiveness and placement determine how long it takes to implement 
the orders.  If I do go the turn-based route, it would simplify these 
calculations.

One thing I did not mention in my previous post, is that I intend to 
use sound to paint the battlefield.  When there is musketry on the 
right, the commander will hear it.  When there are cannon going off 
near the HQ, you'll be right there in the thick of the action.  You 
will be able to lose staff officers, which will hamper your ability 
to control your units beyond your own voice.

As for the programming end of things, yes it will take me a while to 
get back up to speed, but I am quite comfortable with all the basic 
data structures, it's simply learning how to use the Windows API and 
Direct X that will be the biggest chore.  That and finding a freeware 
compiler I can use, since my budget is currently exactly 0 for this effort.

 Chris Bartlett



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Re: [Audyssey] descent into madness

2006-06-27 Thread Phil Vlasak
Hey you guys!
I thought by now people would just look on my games list to find any new 
games at the top.
Why do I spend the time to update it every few days?
grumble grumble.
If you don't know it is,
Fantastic Games and Where to Find Them!
http://www.pcsgames.net/game-co.htm

Phil


- Original Message - 
From: matt [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Tuesday, June 27, 2006 5:24 PM
Subject: [Audyssey] descent into madness


 If anyone needs to know where to download descent into madness it can be 
 found at http://www.cs.unc.edu/Research/assist/et/2005/SoundsLikeFun.html
 Later, Matt
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Re: [Audyssey] descent into madness

2006-06-27 Thread Mich Verrier
hi i downloaded the game but i am wondering how do i exit out of it? many 
thanks.
from Mich Verrier from New Liskeard Ontario Canada
- Original Message - 
From: matt [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Tuesday, June 27, 2006 5:24 PM
Subject: [Audyssey] descent into madness


 If anyone needs to know where to download descent into madness it can be 
 found at http://www.cs.unc.edu/Research/assist/et/2005/SoundsLikeFun.html
 Later, Matt
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Re: [Audyssey] descent into madness

2006-06-27 Thread Kellie and Lady J
Yes. Phil, I use your web site all the time.  it is in my favorites and in 
fact, that it what I use to go to any of the web sites I want, and to check 
if there is anything new. smiles I appreciate what you do and how updated 
you keep the list. smiles
Kellie and my loveable Lady J.
What do you call a parasite that worships the moon?
 A looney tick.
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: matt [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 27, 2006 8:36 PM
Subject: Re: [Audyssey] descent into madness


I have mentioned your site on this email list before Phil. Your fantastic
 games and where to find them is well just fantastic, lol. It is a great
 resource for finding games. Thanks for the hard work you put into it. 
 Later,
 Matt
 - Original Message - 
 From: Phil Vlasak [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, June 27, 2006 5:36 PM
 Subject: Re: [Audyssey] descent into madness


 Hey you guys!
 I thought by now people would just look on my games list to find any new
 games at the top.
 Why do I spend the time to update it every few days?
 grumble grumble.
 If you don't know it is,
 Fantastic Games and Where to Find Them!
 http://www.pcsgames.net/game-co.htm

 Phil


 - Original Message - 
 From: matt [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Tuesday, June 27, 2006 5:24 PM
 Subject: [Audyssey] descent into madness


 If anyone needs to know where to download descent into madness it can be
 found at 
 http://www.cs.unc.edu/Research/assist/et/2005/SoundsLikeFun.html
 Later, Matt
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Re: [Audyssey] the last crusade

2006-06-27 Thread matt
Yes I have beaten it. You have to make sure and have enough potions because 
the kings son and the king are really tough. It took me many times to beat 
it but it is worth it when you can. It is a cool ending. Later, Matt
- Original Message - 
From: Nicol Oosthuizen [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, June 27, 2006 11:48 PM
Subject: [Audyssey] the last crusade



 NB: This email and its contents are subject to our email legal notice
 which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf

 
 Has anyone finished the last crusade?

 The castle seems impossible to beat. I came there with the strongest
 weapon I could find: the death blade, but those guys' armour is just too
 thick to break through.

 But it's really a nice game. Has anyone with partial sight created more
 maps to play in the game? The read me file said that the map maker isn't
 accessible for visually impaired people.

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