Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Thomas Ward

Hi Al,
Yeah, copyrights can be a serious pain in the backside sometimes. It all 
really depends on how strongly the company wants to press the issue, and 
weather or not the content is in the public domain.
For example, in the 1990's there was a show called Hercules the 
Legendary Journies. Legally you can write all of the fan fiction games 
and stories you want because all of the main character's are all in the 
public domain anyway. However, Xena Warrior Princess, which was a spin 
off tv series of the Hercules show, is copyrighted up the butt, because 
the author's of the Hercules show created Xena from scratch so to speak.
Anyway,you are right. It doesn' have to be an issue of picking one or 
the other. It is feasable to do both game ideas in time. one 
specifically fantacy and write one sci-fi. I guess it is justa matter of 
deciding which to do first, or more like deciding which idea I would 
like to do first. Grin.


Allan Thompson wrote:

Hi Tom,
That copyright stuff  sounds  like a mess. With the litigious nature 
of companies and people today, I can understand why you want to avoid 
that mine field as best you can.


When it comes to which game to make, there is nothing saying that you 
couldn't create both over time. If I understood it correctly, the 
online game you mentioned could have a lot of less work to it, and 
gamers with sufficient brain power can  crank out those modules for 
expanding the online universe. At least, I think that is what you  
said about it. I do prefer the stand alone game, but it doesn't mean 
none of us would try out the online game, and it does sound 
interesting too.


I never thought much about the sounds of games. I just assumed that 
there was this giant reservoir of game sounds just sitting around 
ready to get used.  I admittedly know nothing about all that, but is 
it possible to create the sounds needed, or to get some friends 
together, give them a bunch of medieval weapons and record what 
happens,lol. If I remember right, I think it is the foley artist in 
movies that make sound effects, and a while back I saw a show where 
they use  various things to mimick sounds in a movie, like footsteps,  
twanging of bows, hitting a metal sheet with a drum stick to recreate 
thunder, things like that.


al


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Re: [Audyssey] science fiction was Creating Roll Playing Games From Scratch

2009-07-17 Thread Thomas Ward

Hi Allan,
I do think you have a decent story line that could be further developed 
into a  roll playing game. Although, there are a few miner issues where 
I differ with you on the story line.
First, your story line proposes assembling a team of brave adventurers 
to explore the galaxy for the perfect genetic strands of humanity to 
keep they human race, such as it is, from becoming extinct. As I've 
mentioned before if I write this game it will be from a single player 
point of view. There will be no party based play. So it would be up to a 
single player to be skilled or to be trained in various skills in order 
to carry out the adventure at hand rather than a full team of explorers.
Second, I think I find the story just a tad bit limiting in a way. In 
your plot description humanity has become scattered among the stars and 
through centuries of genetic alterations the human species is facing 
extinction. That aspect  of the story isn't very appealing to me as a gamer.
I think I would personally like it if there actually was a galactic 
federation, republic, or empire of planets with various alien races 
besides humans. This would allow for more character development in terms 
of picking a character race, class, and perhaps powers.
For example, when I was in college I joined a guild of Star wars roll 
playing enthusiast's. One thing that made the game so enjoyable was the 
ability to create a truly unique character in the game universe. I 
wasn't limited to any specific race, class, and so on.
In terms of alien races alone I could be a human, Rodian, Wookee, etc. I 
could even be some sort of droid if I wanted to. The options were pretty 
flexible there.
Then, there were various class types such as a Jedi, smuggler, bounty 
hunter, tech, and so on. You could be unaligned, or you could choose to 
side with the Rebellion or the Empire. Either way you had alot of 
freedom in deciding what your character specialized in.
In terms of special powers goes this might be determined by the 
characters class or race. For example, in a Star Trek rpg Betazoids, 
while human, do haveempathic powers where a human from Earth wouldn't. A 
person who is part human and part Q would have special abilities and 
powers far above any normal human. Those are just a couple of examples 
how selecting a character race might effect powers.
Anyway, what i was going to say is having a well defined universe for 
your character to play in is the amount of possible adventures available 
for that character. Let us say your character is traveling through hyper 
space when he/she recieves a destress signal. He/she may answer the 
destress call and find out that a mining colony is being raided by 
pirates. If your character is a roguelike character, say a smuggler, 
he/she might want to side with the pirates and get a reward for helping 
them out. If your character is a heroic like character, say a galactic 
ranger,
he/she  will attempt to fight off the pirate attack. Either way suchan 
action might come to the attention of the galactic council. If your 
actions were noble they might give you special tasks to carry out for 
them. if your actions were dishonest it might cause a bounty to be put 
on your head, and your over all alignment status would go down considerably.
Finally, we have to be careful what technology we put in the game. You 
mentioned including light sabers. That is a big no no interms of 
copyright law. Light sabers are unfortunately a copyrighted trade mark 
of the Star Wars Universe. WE have to be careful about things like that.

Smile.


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Valiant8086
I'm interested in being able to play this game on my braille plus. As a browser 
based game I believe this could be achieved easily.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Thursday, July 16, 2009 5:09 PM
  Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


  Hi Shaun,
  Sigh...That really wasn't my point. The point of my original article was 
  how to overcome certain aspects of creating a roll playing game with the 
  least amount of difficulty as possible.
  I certainly could write such a game in C, C++, Visual Basic, C-Sharp, or 
  any other language I chose to, but based on my preliminary research 
  creating such a game as a web based game was the least difficult option 
  for me or anyone else interested in writing game book style roll playing 
  games.
  That said, I haven't made any absolute decisions on weather or not the 
  game will be an online game or a stand alone version. A lot of people 
  jumped to the conclusion that my article meant I was talking 
  specifically about Legends of Etheria, but I actually had intended to 
  talk about creating a roll playing game in general. what I had found 
  out, what problems I had encountered, and practical solutions for same.
  Finally, as for the .NET Framework that is of little concern at this 
  point. After Mysteries of the Ancients is completed I will be officially 
  dropping .NET support in my games and will be creating native Windows, 
  Linux, and Mac OS games in C++ using core libraries and components. That 
  will cut down on what dependencies a person will need to install.
  Smile.

  shaun everiss wrote:
  > hmmm I'd be happy to install all the dependencies on my system.
  > I have dotnet 1.1 to 3.5 with all service packs.
  > I have dx9 I have xna3 for entombed I have I think some my sql addins for 
this to.
  > So if it was easy enough I'd load all the dependancies.
  >   


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Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-17 Thread Thomas Ward

Hi Dark,
Yeah, I think it should be possible. Obviously, a computer based roll 
playing game couldn't offer the same range of possibilities as a live 
roll playing game played with human players, but it doesn't need to. I 
am sure a competent programmer can come up with a limited number of 
options that does give you a decent range of choices such as move 
closer, retreat, block attack, avoid attack, etc.


dark wrote:

Sounds cool Tom.

The way you describe the x men battles actually reminds me of some of 
the fights we have each weekend when I am playing the mutants and 
masterminds rp game with friends, and some of our tactics.


In one fight for example, we were up against a guy who had both a 
corrosive aura and would damage things on contact, and breath which 
could nullify abilities (he was a creation of a keltic magician).


As my character,  silver knight, a guy in a powered robotic sute 
of armor is physically the toughist there, I could pretty much ignore 
the aura.


So, I had the bright idea that if I were to punch the guy in the 
chest, i could wind him, effectively stopping his breath attacks and 
letting everyone else (particularly some of our team with ranged 
attacks), get into position in attacking him.


This practically required the gm to check my strength powers against 
his breath weapon,  a dice roll check, but was based entirely on 
my idea to wind the chap with a punch to the chest.


While obviously this sort of free thinking is entirely outside the 
realms of possitibility for a computer program without some kind of Ai 
(or at least a hell of a huge text parza), I do wonder if the system 
of having many possible combat actions to perform,  blocking, 
parrying, avoiding, moving close or retreating, pluss using various 
weapons, could be bought into the game to add at least a litle of this 
sort of tactical thinking.


Afterall, if your fighting a huge armored troll, you might be best of 
with a hit and run approach trying to dodge it's huge swinging club 
via agility, where as if your fighting an ork with a sword, getting in 
close and personal and parrying might be the answer.


Beware the Grue!

Dark.

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[Audyssey] entombed request

2009-07-17 Thread Valiant8086
Can a notification be added so we know for sure when we wield or unwield a 
two-handed weapon?

Weapon wielding seems to be a little tricky. I  found that I was using a weapon 
I wasn't able to use. I heard already that the developer knows about that. I 
used a bow for a while and I wanted to switch to something else. I removed the 
bow but when i went back to look in my hands It said I still had my bow out. It 
was odd.

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Re: [Audyssey] role playing game for the blind

2009-07-17 Thread dark

Hi Phil.

The only worry with that sort of system of combat moves I have is that 
either your specific class or level has one optimum attacking stratogy which 
you use in all situations.


I've played several online games where this in fact happens. Given the 
options you describe, I'd personally always go for a safe attack sinse 
ultimately time is on my side, and if you miss you've lost an entire action.


This is why i strongly believe combat must have some situational variability 
in a game which canges from battle to battle,  and I don't just mean the 
enemies getting bigger and bigger stats, sinse otherwise you just find an 
optimum formular and stick to it.


This certainly happens in both the smugglers games, despite the 
customization in smugglers 4, sinse ultimately the situational factors do 
not change.


There are lots of things you can vary in battle, not just values for 
defense, offense and damage.


You might for instance fight a creature with multiple heads,  so going 
for a head slash has much more chance of success, or be fighting a flying 
creature where downward attacks are impossible.


This is imho the way to keep things interesting in combat.

Beware the grue!

Dark.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 3:35 PM
Subject: [Audyssey] role playing game for the blind



Hi Thomas,
Carl and myself were working on a role playing game when he got the job at 
IBM.
Our combat system gave you several choices depending on your class and 
level.

Such as ,
aim your sword for your enemy's head,
slash straight down,
Poke at them with the point,
and so on.
The key to the combat system would be if you pick the same choice a second 
time, your speed would be faster but the enemy would also have a higher 
chance to deflect the thrust.
If you picked different ways of attacking you would slow down your 
initiative but also lower the chance the enemy would block you.
The game would control when you or your enemy would strike and sometimes 
the enemy beat you to the swing.

If the enemy did beet you, you would choose to,
1` back off and defend,
continue your thrust,
Duck out of the way.
If you continued you would get hit but you might also inflict damage on 
the enemy.
Your armor could deflect the hit and thus you would not get any damage but 
it could also throw your aim off.
For example, if you were aiming for the head you would get a 50 percent 
miss, but if you were aiming for the body, maybe a 20 percent miss.
Unfortunately we did not continue with this game and I don't think I have 
the source code for the combat section which was still in testing.
Carl was working on that part while I was making a data base of about a 
thousand objects and weapons that you could encounter.

Each object had three levels of description, far, close, and inspection.
They all had a size, a weight and a cost.
If a weapon they had an age, a speed rating, and a damage capacity.
Plus the type of damage they would make, such as slashing or bludging.
It was in Carl's format that used a series of numbers in an external text 
file for most of the fields.

So I don't know how helpful this would be for another developer.
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 10:02 AM
Subject: Re: [Audyssey] Combat was: Creating Roll Playing Games From 
Scratch




Hi,
Yeah, I agree that the way combat is presented in Sryth and other rpg
style games like it is pretty dull. This is one aspect of roll playing
games that is much better in a human moderated paper and pen game. The
combat was just so much different with a human gm to decide things.
For example, back in the early 1990's, when I was in Junior High, some
friends and I were playing the X-Men roll playing game that was out
then. We had a pretty decent gm who would direct the battles against the
enemies. We certainly were not limited to rolling to see who got the
highest roll like you see with Sryth. Instead there was a certain
tactical or strategy element involved in it.
Let us say I was playing Wolverine. I might tell the gm I want to slash
Magneto with my claws. He would then tell me I am out of range, and if i
wanted to attack i'd have to try and get closer. I might tell the gm I
am running towards Magneto. Then, the gm playing Magneto might throw a
metal pipe or something at me. I'd have to perform a skill check to see
if I can dodge it. Since I need to dodge that flying pipe I would have
several choices from ducking it, jumping over it, steping aside, or use
my claws to knock it out of the air. Either way I was in full control of
whow I would attempt to block Magneto's attack, and it felt like I was
in control of the combat. As though I really was there deciding upon a
course of action.
The way Sryth handles combat is functional but quite boring in
comparison. It is as though you and the enemy are standing there toe to
toe slug

Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-17 Thread dark

Sounds cool Tom.

The way you describe the x men battles actually reminds me of some of the 
fights we have each weekend when I am playing the mutants and masterminds rp 
game with friends, and some of our tactics.


In one fight for example, we were up against a guy who had both a corrosive 
aura and would damage things on contact, and breath which could nullify 
abilities (he was a creation of a keltic magician).


As my character,  silver knight, a guy in a powered robotic sute of 
armor is physically the toughist there, I could pretty much ignore the aura.


So, I had the bright idea that if I were to punch the guy in the chest, i 
could wind him, effectively stopping his breath attacks and letting everyone 
else (particularly some of our team with ranged attacks), get into position 
in attacking him.


This practically required the gm to check my strength powers against his 
breath weapon,  a dice roll check, but was based entirely on my idea to 
wind the chap with a punch to the chest.


While obviously this sort of free thinking is entirely outside the realms of 
possitibility for a computer program without some kind of Ai (or at least a 
hell of a huge text parza), I do wonder if the system of having many 
possible combat actions to perform,  blocking, parrying, avoiding, 
moving close or retreating, pluss using various weapons, could be bought 
into the game to add at least a litle of this sort of tactical thinking.


Afterall, if your fighting a huge armored troll, you might be best of with a 
hit and run approach trying to dodge it's huge swinging club via agility, 
where as if your fighting an ork with a sword, getting in close and personal 
and parrying might be the answer.


Beware the Grue!

Dark. 



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Re: [Audyssey] I could use a tip

2009-07-17 Thread Mike Maslo
Phil:

You are absolutely right. Scott needs t hit the bottom or the arrow down
between 8 to 12 times. I had the same problem and doing that fixed the
problem to have a perfect landing.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, July 17, 2009 8:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] I could use a tip

Hi Scott,
Most of the planes I've seen land have their nose pointed up as if they were

taking off and their wing wheels touch down first then the nose lowers and 
touches last while the plane slows down.
Maybe you don't have the nose Pointed up enough.

- Original Message - 
From: "Scott Shade" 
To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 7:15 PM
Subject: [Audyssey] I could use a tip


> Okay folks, because I like a challenge I'm trying to land the smaller 
> aircraft and this is what happens for sure on the smaller planes and to a 
> lesser extent on the lear.  I'm making my landing just fine to the runway 
> but when I hit using its your plane, the aircraft hits and bounces and 
> comes down again hard.  What keyboard keys do I need to use to pitch up 
> and flare the aircraft at the point where michelle lets go of the 
> airspeed?  I can't tell you how many simulated tires I must have dam near 
> destroyed on landing the sounds of my bounces are nice.  Thanks much,
> Scott
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Re: [Audyssey] I could use a tip

2009-07-17 Thread Phil Vlasak

Hi Scott,
Most of the planes I've seen land have their nose pointed up as if they were 
taking off and their wing wheels touch down first then the nose lowers and 
touches last while the plane slows down.

Maybe you don't have the nose Pointed up enough.

- Original Message - 
From: "Scott Shade" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 7:15 PM
Subject: [Audyssey] I could use a tip


Okay folks, because I like a challenge I'm trying to land the smaller 
aircraft and this is what happens for sure on the smaller planes and to a 
lesser extent on the lear.  I'm making my landing just fine to the runway 
but when I hit using its your plane, the aircraft hits and bounces and 
comes down again hard.  What keyboard keys do I need to use to pitch up 
and flare the aircraft at the point where michelle lets go of the 
airspeed?  I can't tell you how many simulated tires I must have dam near 
destroyed on landing the sounds of my bounces are nice.  Thanks much,

Scott
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Re: [Audyssey] music pitch test

2009-07-17 Thread shaun everiss
phill I just tried with ie6 and jaws.
I got the buttons worked out but no links to play anything.
it said you need windows mediaplayer or quicktime.
I have mediaplayer classic quicktime alternitive and windows mediaplayer 11 so 
I had one of the supported players.
the links sertainly did not work.
in fact they read in jaws 6.2 as text.
At 01:55 a.m. 18/07/2009, you wrote:
>Hi folks,
>Here is an on-line way to check your sense of pitch.
>They play 27 tunes and ask you if they are in pitch or slightly distorted.
>This test sounds interesting but with IE7 and Jaws, I was unable to get it to 
>work
>http://www.nidcd.nih.gov/tunetest
>
>
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Re: [Audyssey] BPP Flyin, July 17 2009 RESCHEDULED

2009-07-17 Thread shaun everiss
hmmm probably for the best slept through the flyin.
keep putting em out, if I am active around the time of the flyin I'll try to be 
there, although I will try to be on all of them if I can I sertainly will be 
listening to them.
just keep emailing me the ips when they come around, and I will try to do it.
as long as its storming like this I will not be walking tomorrow however I may 
be listening to other things.
just send the archive at the list like you did last week.
At 10:27 a.m. 18/07/2009, you wrote:
>Ahoy. 
>The Flyin for July 17th has been postponed to Saturday July 18th at 22Z / 
>17CST / 5PM.
>Cheers,
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[Audyssey] I could use a tip

2009-07-17 Thread Scott Shade
Okay folks, because I like a challenge I'm trying to land the smaller aircraft 
and this is what happens for sure on the smaller planes and to a lesser extent 
on the lear.  I'm making my landing just fine to the runway but when I hit 
using its your plane, the aircraft hits and bounces and comes down again hard.  
What keyboard keys do I need to use to pitch up and flare the aircraft at the 
point where michelle lets go of the airspeed?  I can't tell you how many 
simulated tires I must have dam near destroyed on landing the sounds of my 
bounces are nice.  Thanks much,
Scott
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[Audyssey] FW: BVI Forum

2009-07-17 Thread Mike Maslo
Lets use this it could be useful and helpful

-Original Message-
From: Blind Pilots [mailto:b...@itsyourplane.com] 
Sent: Friday, July 17, 2009 3:20 PM
To: Helen Cooper
Cc: Lars Peter Hammer
Subject: BVI Forum

Hi,
 
I've setup a BVI Forum on our servers. 
 
http://www.ItsYourPlane.com/forum/default.asp
 
Perhaps you could spread the word,  Thanks.  Robert
 


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Re: [Audyssey] BPP: ZOA Flying ON SCHEDULE

2009-07-17 Thread Mike Maslo
Can you do another trip tomorrow?? I just got home from work and was unable
to make it

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Harun
Sent: Friday, July 17, 2009 4:17 PM
To: gamers
Subject: Re: [Audyssey] BPP: ZOA Flyin ON SCHEDULE

I'm going to nab this nearly verbatum from one of Zack's previous posts,
since he put it so well. Hope ye don't mind, Zack! :)

  Harun will be running an ATC flyin today, July 17, at 05:00 central time,
6 Eastern. 
  Anybody with Flight Simulator 2004, IYP, and Teamspeak is  
welcome to connect. 
  You'll need to email Harun to get the IP address. Please  
respect his wishes and don't spread the address on list. 
Thanks, and hope to see you in the skies.
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[Audyssey] BPP Flyin, July 17 2009 RESCHEDULED

2009-07-17 Thread Harun
Ahoy. 
The Flyin for July 17th has been postponed to Saturday July 18th at 22Z / 17CST 
/ 5PM.
Cheers,
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Re: [Audyssey] BPP: ZOA Flyin ON SCHEDULE

2009-07-17 Thread Harun
I'm going to nab this nearly verbatum from one of Zack's previous posts, since 
he put it so well. Hope ye don't mind, Zack! :)

  Harun will be running an ATC flyin today, July 17, at 05:00 central time, 6 
Eastern. 
  Anybody with Flight Simulator 2004, IYP, and Teamspeak is  
welcome to connect. 
  You'll need to email Harun to get the IP address. Please  
respect his wishes and don't spread the address on list. 
Thanks, and hope to see you in the skies.
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Re: [Audyssey] golf Can someone please tell me how to get golf

2009-07-17 Thread Robyn Bowskill

Thanks for that.
- Original Message - 
From: "Jim Kitchen" 

To: "Robyn Bowskill" 
Sent: Friday, July 17, 2009 9:47 PM
Subject: Re: [Audyssey] golf Can someone please tell me how to get golf



Hi Robyn,

To get my golf game, just go to my web site.  The file name is 
wingolfx.exe and The file can be found on my free windows sapi5 text to 
speech games page.  Please do first get the winkit.zip file and run the 
setup.exe in it before installing the golf game.  The winkit.zip file is 
the first file on my free windows sapi5 text to speech games page.


http://www.kitchensinc.net

HTH

TGIF and BFN

Jim

Kitchen's Inc, for games that are up to 100 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.387 / Virus Database: 270.13.17/2242 - Release Date: 07/16/09 
18:00:00



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Re: [Audyssey] science fiction was Creating Roll Playing GamesFromScratch

2009-07-17 Thread Allan Thompson
LOL...sure, anything for my quadrillions of adoring fans, grin. Would you 
like that printed, cursive, in braile, or can I just send it to you 
telepathically, grin. LOL.


Actually I've done RPGs  off and on for a good thirty years so hopefully 
something good came out of all that dice rolling and long evenings casting 
magic missile. grin.


It would be nice to see that story get turned into an accesible rpg game 
somehow.
al 




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Re: [Audyssey] music pitch test

2009-07-17 Thread Charles Rivard
Apparently, the buttons to play the tunes aren't recognized as buttons or 
links or whatever they are.  It will not work with JAWS10 and Internet 
Explorer 8, either.

---
Shepherds are the best beasts.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 6:55 AM
Subject: [Audyssey] music pitch test



Hi folks,
Here is an on-line way to check your sense of pitch.
They play 27 tunes and ask you if they are in pitch or slightly distorted.
This test sounds interesting but with IE7 and Jaws, I was unable to get it 
to work

http://www.nidcd.nih.gov/tunetest


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Re: [Audyssey] music pitch test

2009-07-17 Thread Simon Jaeger (laptop)
I can't get this to work. I'd personally love to have it working as I want 
to know whether I *actually* have perfect pitch or not. It's quite 
frustrating. I'm going to try wit hfirefox now, and see if that works.



Simon


On Friday, July 17, 2009 6:55 AM,
Phil Vlasak  wrote:

| Hi folks,
| Here is an on-line way to check your sense of pitch.
| They play 27 tunes and ask you if they are in pitch or slightly distorted.
| This test sounds interesting but with IE7 and Jaws, I was unable to get it
| to work
| http://www.nidcd.nih.gov/tunetest
|
|
| ---
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gamers-unsubscr...@audyssey.org.
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| http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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| http://www.mail-archive.com/gam...@audyssey.org.
| If you have any questions or concerns regarding the management of the 
list,
| please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Shadow Dragon
Magitech is by far my favorite genre, especially when you get things like 
soldiers from ff7, highly-enhanced humans infused with energy from the 
planet and bread spacifically for battle and war. I also like how it leaves 
open several interesting posibilities, for example combining the gun and 
sword into a single weapon, the gunblade, ala final fantasy 8. My favorite 
adaptation of the weapon is that the gunblade doesn't actually shoot 
bullets, but instead the trigger sends a pulse of powerful energy down the 
blade, basically harnessing the kinetic energy of the payload of the bullet 
and expending it to make a wound much more vicious than any regular old chop 
could do. I've always liked the combination of medieval and sci-fi, and if 
by some miracle I ever managed to scrape together the patience and 
motivation to learn some kind of programming language, this would be one of 
the first type of games I'd try to make.


--
From: "dark" 
Sent: Friday, July 17, 2009 8:20 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch

Well "A long time ago in a galaxy far far away" is ambiguous enough for it 
to be set anywhere,  ;D.


But that was my point. An Sf setting can include fantasy elements, where 
as it's much less plausable to have a fantasy setting including sf 
elements like robots, lasers space ships etc.


The other alternative (which could also make an interesting game and 
something closer to final fantasy), is going magitech.


this basically involves a single world with a quirky tecnological 
mix, -  in Xenogears for example, magic existed as a power called 
Ether which people could harnice, which was also used to fuel giant 
humanoid fighting robots.


They also had modern weapons like guns etc, but fought with swords and 
martial arts.


I think though, for diversity of gamebook setting, - and because it's 
something I've always wanted to see in a game, I'd personally most like to 
see something in a scifi setting, flying around a diverse galaxy exploring 
different planets.


Beware the Grue!

Dark.




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Re: [Audyssey] golf Can someone please tell me how to get golf

2009-07-17 Thread Charles Rivard
Also, don't forget to download and install all of the files of additional 
golf courses that people have created for the game.  There are loads of golf 
courses to play if you get them all.  It's sort of like the user created 
missions of Lone Wolf, if you play that game.  You get 17 missions with the 
game, but can download loads of others for more fun.  HTH.

---
Shepherds are the best beasts.
- Original Message - 
From: "Jim Kitchen" 

To: "Robyn Bowskill" 
Sent: Friday, July 17, 2009 2:47 AM
Subject: Re: [Audyssey] golf Can someone please tell me how to get golf



Hi Robyn,

To get my golf game, just go to my web site.  The file name is 
wingolfx.exe and The file can be found on my free windows sapi5 text to 
speech games page.  Please do first get the winkit.zip file and run the 
setup.exe in it before installing the golf game.  The winkit.zip file is 
the first file on my free windows sapi5 text to speech games page.


http://www.kitchensinc.net

HTH

TGIF and BFN

Jim

Kitchen's Inc, for games that are up to 100 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] science fiction was Creating Roll Playing Games FromScratch

2009-07-17 Thread Ryan Strunk
I think you have an awesome idea for a series of novels, a mud, or any
massively multi-player game out there. Can I have your autograph?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allan Thompson
Sent: Friday, July 17, 2009 8:36 AM
To: Gamers Discussion list
Subject: [Audyssey] science fiction was Creating Roll Playing Games
FromScratch

Hi Tom and Dark,
I really like  where you guys are going with the topic, and I was hoping to 
throw in my five dollars(inflation, you know, grin).
My only concern about a scifi universe like what dark explained was that the

primary purpose might get overshadowed with  all the very cool things a 
player can do in the genre.

I  think, as an example, I would make a foundation like this.
Earth was left behind after it was  nearly destroyed in a nuclear exchange 
thousands of years ago, prompting the remaining human race to seek out new 
homes in the stars. Thousands of years later, humanity has been around, has 
colonized many worlds, some highly technical, some more wild, until they hit

the mother lode. A core of worlds that could be a new home. They colonize, 
terraform, they expand and you get a  new human home, with a space empire to

boot. Never the less, as time progresses, the first human galactic empire 
falls, it's borders dropping only to about a half dozen worlds. and that 
leaves  many planets cut off except a very few,  allowing those "rogue" 
planets to become whatever without interference from the Hi Tech empire. 
Thru the time of this  space "dark age" humanity all over the galaxy starts 
to change thru cybernetic implants, eugenic programs, genetic manipulation 
to make humans better suited for a particular world, radiation, magic, or 
just simple breeding and racial traits adaptations and mutations.
In any event,  after the many thousands of years and the continual changing 
and manipulation of DNA thru all the hybrid worlds, humanity established in 
the small galactic empirefind out about a strange genetic flaw which is 
causing the human race to  become unable to produce viable offspring. In 
effect, the  babies  being born die only minutes out of the womb. 
Furthermore, this same genetic flaw has started to affect each and every 
human being. The only hope for humanity is to find a "pure strain" of humans

in order to discover the answer to the mystery and  save the entire human 
race from eventual extinction.

Needless to say, brave bands of Seekers need to be brought together to go 
forth and search the  galaxy for that elusive "pure strain". This means that

all manner of  characters with all manner of job skills are needed. Some 
examples would be military personnel who would protect the starcraft from 
bandits, pirates, marauders and hostile enemy war vessels. Highly trained 
soldiers like rangers or green beret types would be needed to go out in the 
field for or with the scientists to protect them and things of that nature. 
scientists of all sorts are needed to help discover, and create the cure to 
save the human race. They would also be experts in various fields like 
computers and A.I. , robotics, cybernetics, biology, chemistry, even 
archeology. Then there is the medical personnel, space craft crew to 
maintain and drive the  seeker ship. A few ambassadors would be good for 
dealing with planets with civilized governments, and even some criminal 
types would be needed to get into some more "stealthy" situations of all 
sorts(after all, we are talking about saving the entire human race , by hook

or by crook). Merchants would be invaluable as they would be needed to 
barter for things from food and water, fuel, or for a broke hyperdrive out 
in the middle of some desert planet somewhere. grin. The seeker ship could 
have a small squadron of single man or two man fighter space craft for 
various missions or ship defense as well, meaning maintanienc crews and 
space jocks would be needed for them. Then there is the possiblity of 
androids and robots, alien friendly races etc.
Now as the seekers go searching, they will run into all sorts of strange and

new worlds, and there might even be  oppurtunities to  grab skills not 
immediatly available, like maybe magic, or certain types of implants, or 
psionic mind powers etc and so forth.
In addition, each quest does not have to be immediatly focused on the pure 
strain cure. The seekers could be asked to clear up some pirates at an 
asteroid mining colony before given a crucial bit of equipment, or a star 
map leading to some new unexplored planet. New technologies might be  out 
there as well and could be bought, stolen, invented such as cloaking 
devices, light sabers, teleportation devices, holtzman engines etc and so 
forth.
Also with the storyline is questions like, is the human flaw problem the 
inevitable  product of human genetic self manipulation, or is it the new 
deadly weapon of an alien race not encountered yet. Could 

Re: [Audyssey] role playing game for the blind

2009-07-17 Thread Phil Vlasak
Adding to my last message, we tried this turn based combat system out but 
was not satisfied with it as it took too long to make your choices.
We ended up withan 8 key attack system using the six pack keys for different 
types of attacks and the up and down arrow keys for attack and retreat.

The left and right arrows controlled kicking.
We used this on the Kick boxing challenge game and the Arthur's quest sword 
fighting game.


- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 10:35 AM
Subject: [Audyssey] role playing game for the blind



Hi Thomas,
Carl and myself were working on a role playing game when he got the job at
IBM.
Our combat system gave you several choices depending on your class and
level.
Such as ,
aim your sword for your enemy's head,
slash straight down,
Poke at them with the point,
and so on.
The key to the combat system would be if you pick the same choice a second
time, your speed would be faster but the enemy would also have a higher
chance to deflect the thrust.
If you picked different ways of attacking you would slow down your
initiative but also lower the chance the enemy would block you.
The game would control when you or your enemy would strike and sometimes 
the

enemy beat you to the swing.
If the enemy did beet you, you would choose to,
1` back off and defend,
continue your thrust,
Duck out of the way.
If you continued you would get hit but you might also inflict damage on 
the

enemy.
Your armor could deflect the hit and thus you would not get any damage but
it could also throw your aim off.
For example, if you were aiming for the head you would get a 50 percent
miss, but if you were aiming for the body, maybe a 20 percent miss.
Unfortunately we did not continue with this game and I don't think I have
the source code for the combat section which was still in testing.
Carl was working on that part while I was making a data base of about a
thousand objects and weapons that you could encounter.
Each object had three levels of description, far, close, and inspection.
They all had a size, a weight and a cost.
If a weapon they had an age, a speed rating, and a damage capacity.
Plus the type of damage they would make, such as slashing or bludging.
It was in Carl's format that used a series of numbers in an external text
file for most of the fields.
So I don't know how helpful this would be for another developer.
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 10:02 AM
Subject: Re: [Audyssey] Combat was: Creating Roll Playing Games From 
Scratch




Hi,
Yeah, I agree that the way combat is presented in Sryth and other rpg
style games like it is pretty dull. This is one aspect of roll playing
games that is much better in a human moderated paper and pen game. The
combat was just so much different with a human gm to decide things.
For example, back in the early 1990's, when I was in Junior High, some
friends and I were playing the X-Men roll playing game that was out
then. We had a pretty decent gm who would direct the battles against the
enemies. We certainly were not limited to rolling to see who got the
highest roll like you see with Sryth. Instead there was a certain
tactical or strategy element involved in it.
Let us say I was playing Wolverine. I might tell the gm I want to slash
Magneto with my claws. He would then tell me I am out of range, and if i
wanted to attack i'd have to try and get closer. I might tell the gm I
am running towards Magneto. Then, the gm playing Magneto might throw a
metal pipe or something at me. I'd have to perform a skill check to see
if I can dodge it. Since I need to dodge that flying pipe I would have
several choices from ducking it, jumping over it, steping aside, or use
my claws to knock it out of the air. Either way I was in full control of
whow I would attempt to block Magneto's attack, and it felt like I was
in control of the combat. As though I really was there deciding upon a
course of action.
The way Sryth handles combat is functional but quite boring in
comparison. It is as though you and the enemy are standing there toe to
toe slugging it out. As Shadow Dragon aptly put it, "it is like you are
swinging your sword hoping to God you hit something rather than an
accomplished fighter or warrior."
Anyway, I am certainly willing to work with everyone on the combat
system if I get something written. The combat system should be
entertaining, enjoyable, rather than a dull task to advance in the game.
Smile.

dark wrote:

I actually really agree with you on this point.

An interesting combat system which required actual tactics would be
great, and the you hit it, it hit's you style does get dull very 
quickly.


Being an atmosphere freak, I always want propper atmospheric
descriptions of what happens in combat to give me the idea of really
being in a fight, rather than just rolling numbers.

In traditional D&d the numbers 

[Audyssey] role playing game for the blind

2009-07-17 Thread Phil Vlasak

Hi Thomas,
Carl and myself were working on a role playing game when he got the job at 
IBM.
Our combat system gave you several choices depending on your class and 
level.

Such as ,
aim your sword for your enemy's head,
slash straight down,
Poke at them with the point,
and so on.
The key to the combat system would be if you pick the same choice a second 
time, your speed would be faster but the enemy would also have a higher 
chance to deflect the thrust.
If you picked different ways of attacking you would slow down your 
initiative but also lower the chance the enemy would block you.
The game would control when you or your enemy would strike and sometimes the 
enemy beat you to the swing.

If the enemy did beet you, you would choose to,
1` back off and defend,
continue your thrust,
Duck out of the way.
If you continued you would get hit but you might also inflict damage on the 
enemy.
Your armor could deflect the hit and thus you would not get any damage but 
it could also throw your aim off.
For example, if you were aiming for the head you would get a 50 percent 
miss, but if you were aiming for the body, maybe a 20 percent miss.
Unfortunately we did not continue with this game and I don't think I have 
the source code for the combat section which was still in testing.
Carl was working on that part while I was making a data base of about a 
thousand objects and weapons that you could encounter.

Each object had three levels of description, far, close, and inspection.
They all had a size, a weight and a cost.
If a weapon they had an age, a speed rating, and a damage capacity.
Plus the type of damage they would make, such as slashing or bludging.
It was in Carl's format that used a series of numbers in an external text 
file for most of the fields.

So I don't know how helpful this would be for another developer.
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 10:02 AM
Subject: Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch



Hi,
Yeah, I agree that the way combat is presented in Sryth and other rpg
style games like it is pretty dull. This is one aspect of roll playing
games that is much better in a human moderated paper and pen game. The
combat was just so much different with a human gm to decide things.
For example, back in the early 1990's, when I was in Junior High, some
friends and I were playing the X-Men roll playing game that was out
then. We had a pretty decent gm who would direct the battles against the
enemies. We certainly were not limited to rolling to see who got the
highest roll like you see with Sryth. Instead there was a certain
tactical or strategy element involved in it.
Let us say I was playing Wolverine. I might tell the gm I want to slash
Magneto with my claws. He would then tell me I am out of range, and if i
wanted to attack i'd have to try and get closer. I might tell the gm I
am running towards Magneto. Then, the gm playing Magneto might throw a
metal pipe or something at me. I'd have to perform a skill check to see
if I can dodge it. Since I need to dodge that flying pipe I would have
several choices from ducking it, jumping over it, steping aside, or use
my claws to knock it out of the air. Either way I was in full control of
whow I would attempt to block Magneto's attack, and it felt like I was
in control of the combat. As though I really was there deciding upon a
course of action.
The way Sryth handles combat is functional but quite boring in
comparison. It is as though you and the enemy are standing there toe to
toe slugging it out. As Shadow Dragon aptly put it, "it is like you are
swinging your sword hoping to God you hit something rather than an
accomplished fighter or warrior."
Anyway, I am certainly willing to work with everyone on the combat
system if I get something written. The combat system should be
entertaining, enjoyable, rather than a dull task to advance in the game.
Smile.

dark wrote:

I actually really agree with you on this point.

An interesting combat system which required actual tactics would be
great, and the you hit it, it hit's you style does get dull very quickly.

Being an atmosphere freak, I always want propper atmospheric
descriptions of what happens in combat to give me the idea of really
being in a fight, rather than just rolling numbers.

In traditional D&d the numbers were only there for a guide, and it was
up to the gm to describe what actually happened in combat.

The problem is i'm not sure how easy it would be to create that sort
of system with enough tactical decisions to make in a smaller game,
-  though it's quite possible entombed is going to manage it
nicely from the way that combat system is developing.

Beware the Grue!

Dark.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread dark
Well "A long time ago in a galaxy far far away" is ambiguous enough for it 
to be set anywhere,  ;D.


But that was my point. An Sf setting can include fantasy elements, where as 
it's much less plausable to have a fantasy setting including sf elements 
like robots, lasers space ships etc.


The other alternative (which could also make an interesting game and 
something closer to final fantasy), is going magitech.


this basically involves a single world with a quirky tecnological mix, -  
in Xenogears for example, magic existed as a power called Ether which people 
could harnice, which was also used to fuel giant humanoid fighting robots.


They also had modern weapons like guns etc, but fought with swords and 
martial arts.


I think though, for diversity of gamebook setting, - and because it's 
something I've always wanted to see in a game, I'd personally most like to 
see something in a scifi setting, flying around a diverse galaxy exploring 
different planets.


Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 5:16 AM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Dark,
Regardless if I create the game as a stand alone game in C++ or create it 
as an online game I want to make it a single player game. I'm not really 
interested in creating a party or pvp type game at this point.
As far as your idea of creating a universe with mixed technological skills 
that kind of reminds me of an author I sometimes read. I don't know if you 
have read any of Piers Anthony's books, but he often has an interesting 
way of mixing science fiction and fantacy into the same story.
For example, in the Blue Adept Piers Anthony describes a world with two 
aspects. In one frame it is a high tech world with computers, androids, 
intersteller space travel, lasers, and anything else you would expect from 
a science fiction novel. In the other frame it is a fantacy type world 
complete with werewolves, unicorns, people use magic instead of 
technology, etc. Some people are able to pass between the two frames of 
existance. Thus the main character is able to be both active in a fantacy 
and science fiction story at the same time.
Anyway, even big name science fiction stories like Star Wars do have a 
fantacy aspect to them as well. If you think about it Star Wars is 
something like a fantacy story set in a science fiction setting. Instead 
of magic you have the force. Instead of swords you have light sabers. 
Instead of knights waring armour you have storm troopers. A lot of the 
same principles apply. it is just that Star Wars is suppose to be 
futuristic instead of being set in ancient earth.

Smile.


dark wrote:
As I said Tom, I certainly see the logic of the online approach, I just 
hope it can be kept single player the way Sryth originally was intended 
to be.


I would however love to see a scifi rp game giving you a hole galaxy to 
explore with different planets, quests separately on the various planets, 
flying a spaceship etc. Pluss, you have infinite expantion, especially if 
you made your universe similar to the Starwars or Dune universe with 
different amounts of technology found on different worlds,  you could 
have standard dungeon crawling with swords on one world, and high tech 
robot developement elsewhere.


Just my thoughts.

Beware the Grue!



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[Audyssey] music pitch test

2009-07-17 Thread Phil Vlasak

Hi folks,
Here is an on-line way to check your sense of pitch.
They play 27 tunes and ask you if they are in pitch or slightly distorted.
This test sounds interesting but with IE7 and Jaws, I was unable to get it 
to work

http://www.nidcd.nih.gov/tunetest


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Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-17 Thread Thomas Ward

Hi Chris,
That's a good idea. As I touched upon in my previous e-mail back in the 
day when I was into the paper and pen games the gm would let us pick a 
maneuver or course of action. If the character happened to be a martial 
artest he or she might be able to choose from a list of attacks like 
power punch, snap kick, flying kick, spin kick, etc. In that manner each 
attack could be selected and make the combat seam different.


Christopher Bartlett wrote:

Actually, this is exactly the sort of thing a computer would be good at.
You could have a list of maneuvers to choose from against your opponent, who
would also choose based on the tactical situation, with some randomness to
keep things from degenerating into complete predictability.  Each
maneuver/countermaneuver could impose restrictions on the next set of
choices.  Character attributes/skills could influence the success of the
maneuver.  


With a computer to keep track of all the complex stuff, it should be
possible to present the player with a set of choices and descriptive text
describing the effect of the last set of choices.

Chris Bartlett
  



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Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-17 Thread Thomas Ward

Hi,
Yeah, I agree that the way combat is presented in Sryth and other rpg 
style games like it is pretty dull. This is one aspect of roll playing 
games that is much better in a human moderated paper and pen game. The 
combat was just so much different with a human gm to decide things.
For example, back in the early 1990's, when I was in Junior High, some 
friends and I were playing the X-Men roll playing game that was out 
then. We had a pretty decent gm who would direct the battles against the 
enemies. We certainly were not limited to rolling to see who got the 
highest roll like you see with Sryth. Instead there was a certain 
tactical or strategy element involved in it.
Let us say I was playing Wolverine. I might tell the gm I want to slash 
Magneto with my claws. He would then tell me I am out of range, and if i 
wanted to attack i'd have to try and get closer. I might tell the gm I 
am running towards Magneto. Then, the gm playing Magneto might throw a 
metal pipe or something at me. I'd have to perform a skill check to see 
if I can dodge it. Since I need to dodge that flying pipe I would have 
several choices from ducking it, jumping over it, steping aside, or use 
my claws to knock it out of the air. Either way I was in full control of 
whow I would attempt to block Magneto's attack, and it felt like I was 
in control of the combat. As though I really was there deciding upon a 
course of action.
The way Sryth handles combat is functional but quite boring in 
comparison. It is as though you and the enemy are standing there toe to 
toe slugging it out. As Shadow Dragon aptly put it, "it is like you are 
swinging your sword hoping to God you hit something rather than an 
accomplished fighter or warrior."
Anyway, I am certainly willing to work with everyone on the combat 
system if I get something written. The combat system should be 
entertaining, enjoyable, rather than a dull task to advance in the game.

Smile.

dark wrote:

I actually really agree with you on this point.

An interesting combat system which required actual tactics would be 
great, and the you hit it, it hit's you style does get dull very quickly.


Being an atmosphere freak, I always want propper atmospheric 
descriptions of what happens in combat to give me the idea of really 
being in a fight, rather than just rolling numbers.


In traditional D&d the numbers were only there for a guide, and it was 
up to the gm to describe what actually happened in combat.


The problem is i'm not sure how easy it would be to create that sort 
of system with enough tactical decisions to make in a smaller game, 
-  though it's quite possible entombed is going to manage it 
nicely from the way that combat system is developing.


Beware the Grue!

Dark.



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[Audyssey] science fiction was Creating Roll Playing Games From Scratch

2009-07-17 Thread Allan Thompson

Hi Tom and Dark,
I really like  where you guys are going with the topic, and I was hoping to 
throw in my five dollars(inflation, you know, grin).
My only concern about a scifi universe like what dark explained was that the 
primary purpose might get overshadowed with  all the very cool things a 
player can do in the genre.


I  think, as an example, I would make a foundation like this.
Earth was left behind after it was  nearly destroyed in a nuclear exchange 
thousands of years ago, prompting the remaining human race to seek out new 
homes in the stars. Thousands of years later, humanity has been around, has 
colonized many worlds, some highly technical, some more wild, until they hit 
the mother lode. A core of worlds that could be a new home. They colonize, 
terraform, they expand and you get a  new human home, with a space empire to 
boot. Never the less, as time progresses, the first human galactic empire 
falls, it's borders dropping only to about a half dozen worlds. and that 
leaves  many planets cut off except a very few,  allowing those "rogue" 
planets to become whatever without interference from the Hi Tech empire. 
Thru the time of this  space "dark age" humanity all over the galaxy starts 
to change thru cybernetic implants, eugenic programs, genetic manipulation 
to make humans better suited for a particular world, radiation, magic, or 
just simple breeding and racial traits adaptations and mutations.
In any event,  after the many thousands of years and the continual changing 
and manipulation of DNA thru all the hybrid worlds, humanity established in 
the small galactic empirefind out about a strange genetic flaw which is 
causing the human race to  become unable to produce viable offspring. In 
effect, the  babies  being born die only minutes out of the womb. 
Furthermore, this same genetic flaw has started to affect each and every 
human being. The only hope for humanity is to find a "pure strain" of humans 
in order to discover the answer to the mystery and  save the entire human 
race from eventual extinction.


Needless to say, brave bands of Seekers need to be brought together to go 
forth and search the  galaxy for that elusive "pure strain". This means that 
all manner of  characters with all manner of job skills are needed. Some 
examples would be military personnel who would protect the starcraft from 
bandits, pirates, marauders and hostile enemy war vessels. Highly trained 
soldiers like rangers or green beret types would be needed to go out in the 
field for or with the scientists to protect them and things of that nature. 
scientists of all sorts are needed to help discover, and create the cure to 
save the human race. They would also be experts in various fields like 
computers and A.I. , robotics, cybernetics, biology, chemistry, even 
archeology. Then there is the medical personnel, space craft crew to 
maintain and drive the  seeker ship. A few ambassadors would be good for 
dealing with planets with civilized governments, and even some criminal 
types would be needed to get into some more "stealthy" situations of all 
sorts(after all, we are talking about saving the entire human race , by hook 
or by crook). Merchants would be invaluable as they would be needed to 
barter for things from food and water, fuel, or for a broke hyperdrive out 
in the middle of some desert planet somewhere. grin. The seeker ship could 
have a small squadron of single man or two man fighter space craft for 
various missions or ship defense as well, meaning maintanienc crews and 
space jocks would be needed for them. Then there is the possiblity of 
androids and robots, alien friendly races etc.
Now as the seekers go searching, they will run into all sorts of strange and 
new worlds, and there might even be  oppurtunities to  grab skills not 
immediatly available, like maybe magic, or certain types of implants, or 
psionic mind powers etc and so forth.
In addition, each quest does not have to be immediatly focused on the pure 
strain cure. The seekers could be asked to clear up some pirates at an 
asteroid mining colony before given a crucial bit of equipment, or a star 
map leading to some new unexplored planet. New technologies might be  out 
there as well and could be bought, stolen, invented such as cloaking 
devices, light sabers, teleportation devices, holtzman engines etc and so 
forth.
Also with the storyline is questions like, is the human flaw problem the 
inevitable  product of human genetic self manipulation, or is it the new 
deadly weapon of an alien race not encountered yet. Could it be  something 
introduced to humanity by a nazi like group of "pure" humans who hate all 
humanity not pure like themselves (which they ironically would have the very 
cure for humanity in themselves). Is it an attack from an alternate 
dimension, or was stephen hawking right and there really is some kind of 
information paradox out there (I watch a lot of the  science channel, grin).

How does that

Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Allan Thompson

Hi Tom,
That copyright stuff  sounds  like a mess. With the litigious nature of 
companies and people today, I can understand why you want to avoid that mine 
field as best you can.


When it comes to which game to make, there is nothing saying that you 
couldn't create both over time. If I understood it correctly, the online 
game you mentioned could have a lot of less work to it, and gamers with 
sufficient brain power can  crank out those modules for expanding the online 
universe. At least, I think that is what you  said about it. I do prefer the 
stand alone game, but it doesn't mean none of us would try out the online 
game, and it does sound interesting too.


I never thought much about the sounds of games. I just assumed that there 
was this giant reservoir of game sounds just sitting around ready to get 
used.  I admittedly know nothing about all that, but is it possible to 
create the sounds needed, or to get some friends together, give them a bunch 
of medieval weapons and record what happens,lol. If I remember right, I 
think it is the foley artist in movies that make sound effects, and a while 
back I saw a show where they use  various things to mimick sounds in a 
movie, like footsteps,  twanging of bows, hitting a metal sheet with a drum 
stick to recreate thunder, things like that.


al 




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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-17 Thread Shadow Dragon
I wasn't really suggesting anything. Mostly I was just rambling about my 
take on roleplaying games. Certainly the only way I can think of to do 
skills checks and such is through dice rolls or other forms of random number 
generation, aside from leaving all skill and strategy up to the player as 
I've seen in a couple muds, which under no circumstances would lend itself 
well to an RPG I think. In any case I'm looking forward to your game and I 
wasn't really putting forward anything spacific in regards to it, mostly 
just throwing my two cents out there. For the record I know what an RPG is, 
all I was trying to get across is that there's a lot of different types and 
different amounts of control, since it seems like a lot of people on this 
list use the term RPG in regards to pen and paper style games, whereas a lot 
of times I hear it used to describe strictly grinder style games where 
pretty much all the characters are the same, or games where you have no 
control over character creation but simply play it. Most likely I'm just 
rambling nonsense, I'm far from an expert on the subject.

--
From: "Thomas Ward" 
Sent: Thursday, July 16, 2009 10:01 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


Hi Shadow Dragon,
I'm not really sure what you are suggesting. While it is true the 
conceptual ideas of rpg style games is changing, especially in terms of 
audio/video games, but the basic concept of a roll playing game is to 
assume a character roll within an imaginary world, complete various 
quests, train skills, and so on. Game books are probably closest to 
traditional paper and pen roll playing that we have. In such a case the 
game mechanics are similar to traditional paper and pen games.
I do agree that rolling a dice to perform skill checks, roll attacks, etc 
isn't very realistic, but given that the rpg type games began with paper 
and pen that was the only way to randomly determine an outcome. If you 
have a suggestion on how to improve performing skill checks, attacks, etc 
let me know. Otherwise I think the game mechanics set out by traditional 
rpg games seams sufficient for our needs.


Smile.


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Re: [Audyssey] Entombed stuff

2009-07-17 Thread Allan Thompson

Sure thing. thanks for the help.

It is...

allan1.thomp...@cox.net
- Original Message - 
From: "Jason Allen" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 5:44 AM
Subject: Re: [Audyssey] Entombed stuff



Let me know what email you signed up under and I'll see if I can add you
manually.

Thanks!
Jason

On Fri, Jul 17, 2009 at 8:24 AM, Allan Thompson 
wrote:



Hi Jason,
I have been waiting for google to send me a response back to set up an
account for me since that pesky type in the numbers you hear wasn't 
working

for me. Hopefully , it will be soon.





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Re: [Audyssey] golf Can someone please tell me how to get golf

2009-07-17 Thread Jim Kitchen

Hi Robyn,

To get my golf game, just go to my web site.  The file name is wingolfx.exe and 
The file can be found on my free windows sapi5 text to speech games page.  
Please do first get the winkit.zip file and run the setup.exe in it before 
installing the golf game.  The winkit.zip file is the first file on my free 
windows sapi5 text to speech games page.

http://www.kitchensinc.net

HTH

TGIF and BFN

Jim

Kitchen's Inc, for games that are up to 100 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Entombed stuff

2009-07-17 Thread Jason Allen
Let me know what email you signed up under and I'll see if I can add you
manually.

Thanks!
Jason

On Fri, Jul 17, 2009 at 8:24 AM, Allan Thompson wrote:

> Hi Jason,
> I have been waiting for google to send me a response back to set up an
> account for me since that pesky type in the numbers you hear wasn't working
> for me. Hopefully , it will be soon.
>
>
>
>
>
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Re: [Audyssey] entumbed?

2009-07-17 Thread Jason Allen
The Entombed message board has replaced the forum. You can sign up here:
http://groups.google.com/group/entombedgame/

Also, the download is always available here:
http://www.blind-games.com/EntombedSetup.exe

Thanks!
Jason

On Fri, Jul 17, 2009 at 6:45 AM, piotr machacz  wrote:

> the forum is long gone. entombed is now public so to speak.
>
> On 7/16/09, Valiant8086  wrote:
> > How do you download entombed without being on the forum?
> > thanks.
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[Audyssey] golfCan someone please tell me how to get golf from kitchensinc? I'm not sure how to spell it, and i can't find it on audiogames.net. thank you.

2009-07-17 Thread Robyn Bowskill


- Original Message - 
   From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, July 17, 2009 4:16 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Dark,
Regardless if I create the game as a stand alone game in C++ or create
it as an online game I want to make it a single player game. I'm not
really interested in creating a party or pvp type game at this point.
As far as your idea of creating a universe with mixed technological
skills that kind of reminds me of an author I sometimes read. I don't
know if you have read any of Piers Anthony's books, but he often has an
interesting way of mixing science fiction and fantacy into the same story.
For example, in the Blue Adept Piers Anthony describes a world with two
aspects. In one frame it is a high tech world with computers, androids,
intersteller space travel, lasers, and anything else you would expect
from a science fiction novel. In the other frame it is a fantacy type
world complete with werewolves, unicorns, people use magic instead of
technology, etc. Some people are able to pass between the two frames of
existance. Thus the main character is able to be both active in a
fantacy and science fiction story at the same time.
Anyway, even big name science fiction stories like Star Wars do have a
fantacy aspect to them as well. If you think about it Star Wars is
something like a fantacy story set in a science fiction setting. Instead
of magic you have the force. Instead of swords you have light sabers.
Instead of knights waring armour you have storm troopers. A lot of the
same principles apply. it is just that Star Wars is suppose to be
futuristic instead of being set in ancient earth.
Smile.


dark wrote:

As I said Tom, I certainly see the logic of the online approach, I
just hope it can be kept single player the way Sryth originally was
intended to be.

I would however love to see a scifi rp game giving you a hole galaxy
to explore with different planets, quests separately on the various
planets, flying a spaceship etc. Pluss, you have infinite expantion,
especially if you made your universe similar to the Starwars or Dune
universe with different amounts of technology found on different
worlds,  you could have standard dungeon crawling with swords on
one world, and high tech robot developement elsewhere.

Just my thoughts.

Beware the Grue!



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