Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread Darren Harris
hi tom.

personally, i don't see anything wrong with being inspired by other tv series. 
to be inspired isn't to copy as long as it's done in a way that shows it's your 
own work. i mean, what's the difference between a tele porter, transporter or 
transmat beam? 

however if you want a bit of original science fiction i can point you in the 
right direction. try the commonwealth series. first starting with pandora's 
star. you should find it on audible. also stormwarden that's the start of 
another series. both very cleverly written. either of those books should help 
to add some additional ideas there. 

Sent from my iPad

On 11 Aug 2012, at 02:54, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 Sounds fair enough. Heaven knows I could use an extra person to help
 me develop ideas for a great space exploration adventure. Its not that
 I'm out of ideas precisely but that I've gotten set in my ways. Over
 the years I've been heavily influenced by other people's ideas and its
 hard to separate that from my own ideas.
 
 What I mean by that is I'm a child of the 70's and 80's. I was around
 when Star Wars  was introduced to the public, I became a huge fan of
 that particular science fiction storyline, and it has become a major
 influence in my life. I've read books, collected action figures,
 watched the movies, and now its a part of my life.
 
 At the same time I was around when Star Trek made its major come back.
 When the show was canceled in 1969 everyone pretty much assumed that
 it would fade away, be forgotten, and never be heard of again.
 Throughout the 70's though a strange thing happened. As Star Trek went
 through reruns it became more popular in syndication than during its
 original 1966 to 1969 run. Inspired by this serge of new viewership
 Paramount came out with Star Trek the Motion picture, and the other
 sequels.  Eventually, Paramount would go on to create three new
 series: Next Generation, Deep Space 9, Voyager, and Enterprise which
 were more popular than the original show that started it all.
 
 Bottom line, you can pick any classic SF author from the 40's, 50's,
 and even the 60's and they all could think out of the box. There was
 no extremely popular science fiction movies or weekly television
 series to influence their writing and compare their work to. In fact,
 all of the early  science fiction movies like War of the Worlds, the
 Day the Earth Stood Still, Forbidden Planet, the Blob, etc were given
 B movie status. No producer or film studio was going to go out on a
 limb to make a big budget film dealing with aliens, UFOs, and space
 travel. Big budget SF really didn't come into its own until movies
 like Star Wars put science fiction on the map for the average person.
 
 The end result of all this is growing up my primary sources of science
 fiction were Buck Rodjers, Star Trek, Star Wars, Battlestar Galactica,
 Lost in Space, the Invaders, and V.That's not such a bad thing per
 say, but certain things like Star Trek have both inspired my
 imagination and dulled it at the same time.
 
 To give you an example of what I mean I'll take you back to a high
 school class assignment. My teacher posted several pictures on the
 board and we were suppose to pick one and write a story about it. As
 it happened one of the pictures was a spaceship, and I naturally
 picked that one.
 
 Now, I obviously wasn't allowed to write a story about Buck Rodjers,
 Star Trek,  Star Wars, or any other well known sci-fi series. I
 remember spending a couple of days struggling to think of something
 original.In the end I couldn't do it. What I ended up with is a Star
 Trek wannabe with some Star Wars references thrown in for good
 measure.
 
 For example, instead of the Star Trek communicator I decided to borrow
 the Star Wars comlink for my crew. Instead of carrying phasers my crew
 were carrying around hand blasters. Instead of ship phasers I think
 the ship had ion cannons. Like where have wee seen this technology
 before?
 
 Of course that was Star Wars contribution to the mix. Warp drive,
 transporters, tricorders, and several other things were from Star
 Trek. The Cydonians was an obvious reference to the Cylons from
 Battlestar Galactica. On and on I could go. I think I probably lifted
 every good idea anyone ever had from some sci-fi series or another. I
 didn't invent or create anything on my own. It took me several years
 before I realized why I disliked the story so much.
 
 When I got into college and took a creative writing course the
 instructor taught us how to outline our thoughts, flesh out ideas, and
 give them substance before we sat down and wrote any kind of story. He
 taught us how to filter out ideas that were used by someone else and
 either improve it or replaceit with something more unique. As it
 happened that course did improve both my writing and my next attempt
 at a science fiction story was much better.
 
 It was about this time when I realized exactly why I 

[Audyssey] Swamp patch

2012-08-11 Thread Lori Duncan
Hi I found Aprone's email about the new Swamp version, but there wasn't a link 
to the patch update,and I can't find one on the website either, could someone 
tell me how to update? Thankefrom Lori (needing my swamp fix)
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread dark

Hi Tom.

I must admit this is one thing that slightly irritates me about even several 
published authors. Terry brooks for instance, where every character is drawn 
straight from the DD players guide,  and where all the magic basically 
falls down to chucking fireballs!


For me, it was always the exploration of the world and it's character which 
I appreciated most, either in sf or fantasy, indeed tolkien's formula of 
ordinary characters in extra ordinary situations pretty much somes up my 
idea of how to write.


The first story I wrote when i was 15 for a local writers group for 
instance, which was publically performed by a local actor, was a short sf 
story based on two principle ideas, first, what would happen to a society 
who had no concept of death or grieving, and second, what would things be 
like if humans who went out to explore strange new worlds, seak out new life 
etc, were actually (much like the spanish conquistadors), complete scumbags!


indeed, there's a slight startrek parody, in which one of the human 
characters begins an entry ship's log,  I'm utterly, completely and 
totally sick of being on this fucking! ship! (not words I'd use, but words 
that character would use).


While I can now see a number of writing inconsistancies with the story, word 
problems etc, I don't have an issue with it's actual concept.


For years I wrote the novelization of the playstation rpg xenogears, which I 
now view as the best possible training on how to write. But these days I 
actually really want! to start writing my own stuff, and the only reason i 
haven't is of course working on my thesis.


I in fact have a full scale gamebook planned, where the society, culture and 
events are! (hopefully), unique, and I plan to work on this when my thesis 
is done.


All the best,

Dark. 



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Re: [Audyssey] Swamp patch

2012-08-11 Thread enes

hi,
you have to download the whole setup there isn't a patch

--
From: Lori Duncan lori_dunca...@hotmail.com
Sent: Saturday, August 11, 2012 10:30 AM
To: gamers@audyssey.org
Subject: [Audyssey] Swamp patch

Hi I found Aprone's email about the new Swamp version, but there wasn't a 
link to the patch update,and I can't find one on the website either, could 
someone tell me how to update? Thankefrom Lori (needing my swamp fix)

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Re: [Audyssey] Swamp patch

2012-08-11 Thread Lori Duncan

Ah, got it now, thanks ens.

--
From: enes enes.sari...@gmail.com
Sent: Saturday, August 11, 2012 9:43 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Swamp patch


hi,
you have to download the whole setup there isn't a patch

--
From: Lori Duncan lori_dunca...@hotmail.com
Sent: Saturday, August 11, 2012 10:30 AM
To: gamers@audyssey.org
Subject: [Audyssey] Swamp patch

Hi I found Aprone's email about the new Swamp version, but there wasn't a 
link to the patch update,and I can't find one on the website either, 
could someone tell me how to update? Thankefrom Lori (needing my swamp 
fix)

---
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I think that's a good idea. and do you know like metroid, or let's say
Zelda for example. just like you move around  on there.  swamp has that same
layout for moving around. just it's a shooting game. not a adventure game. I
think also, if you were to do a Zelda, it'll work. or even  if you guys hurd
about  double O7, that can work with that kind of programming that was used
in swamp... amd you can even add PKP in it. for 1/2/3/4 players. if not
hosted on a server,  you can do it like  how they made topspeed and let
someone host a server for  multiplayer. but I think these are some good idea
to improve gamaplay for the blind. and if you're using graphs, which is good
too so sighted can play... If I knew what kind of programming swamp needed
and if I could get set up with the rite tools, I could check it out too
learn to do that. maby you never know I can come up with some stuff too...
but yup...

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, August 08, 2012 11:37 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Mapping, item collecting and puzzles in games

i was just watching a lets play of metroid Zero mission, the gameboy
advanced remake of the original metroid game, when it occurred to me that
there are a couple of very simple additions that audio games could cinclude
which would greatly enhance gameplay, additions that made games like zelda
and the metroid series famous. 

Ignoring the 2D aspect (which we've discussed before), there is the basic
formular of such games, a formular that would translate just as well into
for instance an fps game. Your in a large, freely explorable maze full of
monsters. you have one infinitely useable main weapon (the metroid gun or
Link's sword in the Zelda games), which starts off comparatively weak. As
you progress through the maze you will come to areas which you cannot pass
without a given item, and items which you can use to pass certain areas,
 often requiring you to take note of areas you've passed and go back. 

oh, so that special gun upgrade blows up brick walls,  now where did I
pass a brick wall before? 

So collecting these key items and using them to expand the parts of the maze
you can get to forms the bulk of the game,  especially sinse of course
there are large and nasty boss monster to be killed along the way.

In addition to your main weapon, You also have some limited use more
powerfull items, and scattered around the maze are expantion packs for those
items, items that let you hold more energy when you start, items that let
you have more amo for limited use items etc. 

These expantions are scattered around the maze, often in far out of the way
places requiring lots of exploring to find, and it's fully expected that a
player won't find all of them on their first run through the game. 

All of these items are in fixed places rather than appearing at random,
sinse it is the players' ability to systematically explore the maze, perhaps
passing puzzles along the way that will determine how many expantion items
she/he collects, perhaps with a reward for collecting all of them, making
this a game where you have to try, and learn, and progress, rather than wait
to be randomly lucky with a monster drop for your items.

An engine like that employed in shades of doom could well include these
sorts of gameplay elements, indeed there's no reason why they haven't been
used in an audio game thus far, accept that from what I can gather the fps
titles we've had have tended to be based on randomly occurring items and
fast action, rather than acquiring more and more items and making your
character more powerful as time passes, which is a shame, sinse the
exploration formular is one which is hugely rewarding to play. 

the only audio games I think that have come close to this sort of formular
are Airic the clerric (though I don't think Airik had any none usefull items
or expantions to collect that weren't really part of the progression of the
game), sarah, (though there you didn't really grow more powerfull rather
than complete puzzles), and I believe kurt wolf. 

But perhaps this is something Phil, Tom, Aprone,  and other of our devs
could considder as a design point,  sinse if the game has many items and
a complex map structure, exploration and gradual acquisition of both key
items and items providing extra power can actually be as much if not more
fun than randomly occurring ones. 

All the best, 

Dark.
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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I think what you should, is like wen someone collects an item, someone has
to wate till it repops to get the item. so like it'll take some time to
repop

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, August 08, 2012 12:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

The only real problem with this design is the relatively short amount of
time it takes players to find everything, and then the game loses its re
playability.  Lets, for example, pretend Swamp was filled with these sorts
of keys which were specifically placed and would unlock other specific
areas.  If I were to spend 30 hours linking together 50 items with
locations, naming them, placing them, and actually designing the new map
terrain, I can bet that within a few days 300 players would have already
completed the entire thing.  These players would be waiting on me to add
more.  For every hour I spent adding in new items, I would only be occupying
the players for maybe 3 or 4.

When we use random items that don't unlock new map content, the 50 items can
be created in an hour instead of 30.  The same items can also then be found
and re-found over and over to keep players entertained.  It isn't as much
fun, there is no doubt about that, but it's an unfortunate compromise in the
battle between developer effort verses hours of player enjoyment.

 i was just watching a lets play of
 metroid Zero mission, the gameboy advanced remake of the
 original metroid game, when it occurred to me that there are
 a couple of very simple additions that audio games could
 cinclude which would greatly enhance gameplay, additions
 that made games like zelda and the metroid series famous. 
 
 Ignoring the 2D aspect (which we've discussed before), there
 is the basic formular of such games, a formular that would
 translate just as well into for instance an fps game. Your
 in a large, freely explorable maze full of monsters. you
 have one infinitely useable main weapon (the metroid gun or
 Link's sword in the Zelda games), which starts off
 comparatively weak. As you progress through the maze you
 will come to areas which you cannot pass without a given
 item, and items which you can use to pass certain areas,
  often requiring you to take note of areas you've passed
 and go back. 
 
 oh, so that special gun upgrade blows up brick walls, 
 now where did I pass a brick wall before? 
 
 So collecting these key items and using them to expand the
 parts of the maze you can get to forms the bulk of the game,
  especially sinse of course there are large and nasty
 boss monster to be killed along the way.
 
 In addition to your main weapon, You also have some limited
 use more powerfull items, and scattered around the maze are
 expantion packs for those items, items that let you hold
 more energy when you start, items that let you have more amo
 for limited use items etc. 
 
 These expantions are scattered around the maze, often in far
 out of the way places requiring lots of exploring to find,
 and it's fully expected that a player won't find all of them
 on their first run through the game. 
 
 All of these items are in fixed places rather than appearing
 at random, sinse it is the players' ability to
 systematically explore the maze, perhaps passing puzzles
 along the way that will determine how many expantion items
 she/he collects, perhaps with a reward for collecting all of
 them, making this a game where you have to try, and learn,
 and progress, rather than wait to be randomly lucky with a
 monster drop for your items.
 
 An engine like that employed in shades of doom could well
 include these sorts of gameplay elements, indeed there's no
 reason why they haven't been used in an audio game thus far,
 accept that from what I can gather the fps titles we've had
 have tended to be based on randomly occurring items and fast
 action, rather than acquiring more and more items and making
 your character more powerful as time passes, which is a
 shame, sinse the exploration formular is one which is hugely
 rewarding to play. 
 
 the only audio games I think that have come close to this
 sort of formular are Airic the clerric (though I don't think
 Airik had any none usefull items or expantions to collect
 that weren't really part of the progression of the game),
 sarah, (though there you didn't really grow more powerfull
 rather than complete puzzles), and I believe kurt wolf. 
 
 But perhaps this is something Phil, Tom, Aprone,  and
 other of our devs could considder as a design point, 
 sinse if the game has many items and a complex map
 structure, exploration and gradual acquisition of both key
 items and items providing extra power can actually be as
 much if not more fun than randomly occurring ones. 
 
 All the 

Re: [Audyssey] Alteraeon frustration! cannot escape

2012-08-11 Thread rishi mack
did you get through? if not. did you try recall?

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, August 08, 2012 1:54 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Alteraeon frustration! cannot escape

I was wandering the marsh on north arcase, just trying to get those last few
rooms and the final explorer point, when suddenly bam! I run into a fight
with about a bazillian marsh elders. Despite being slightly higher level for
the area, they slaughtered me in no short order. 

When I became aware of this I started typing run run run run, but kept
getting you couldn't escape! 

This isn't the first time this has happened, but frankly frustrates me,
sinse now, after the couple of hours I spent playing this after noon, I have
less xp than I started with! I admit this might've been partly my fault for
not using dancing light sand checking every single room i walked into, 
but why can't the run command work properly? It's situations like this that
just make me feel frustrated with the game and incline me not to play. 

I have retreat, but that does no good at all. Why won't run work properly?Is
this something that needs to be fixed, or have I just not learnt a command
that is particularly usefull in these situations,  or indeed is stealth
the only option meaning my current character setup is pretty useless sinse
I've got thief as my 4th class. 

Any advice or opinions would be appreciated, sinse this was really!
annoying.

Beware the grue! 

Dark.
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Re: [Audyssey] Alteraeon frustration! cannot escape

2012-08-11 Thread rishi mack
so you're gana have to build back up your  xp? or they  fixing you up with
it.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, August 08, 2012 6:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Alteraeon frustration! cannot escape

Thanks dennis.

While losing those three million or so xp is a little irritaiting, I do 
appreciate knowing that it was an error in the game not an error in my 
character, and that I'll be able to fully explore the marsh later on,   
and maybe give the marsh elders what for at the same time :D.

All the best,

Dark.
- Original Message - 
From: Dennis Towne s...@xirr.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 08, 2012 8:55 PM
Subject: Re: [Audyssey] Alteraeon frustration! cannot escape


 Dark,

 Unfortunately, you got caught by an ancient area that didn't get
 completely updated to current standards.  The run command didn't work
 because those marsh elder rooms were flagged noflee, which makes run
 impossible.  I've unflagged the rooms and adjusted the number of
 elders so they won't form such huge groups.

 I know that's cold comfort to you right now, but it should help future
 explorers and make the area more appropriate for its level.  Thanks
 for the bug report.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com


 On Wed, Aug 8, 2012 at 1:54 PM, dark d...@xgam.org wrote:
 I was wandering the marsh on north arcase, just trying to get those last 
 few rooms and the final explorer point, when suddenly bam! I run into a 
 fight with about a bazillian marsh elders. Despite being slightly higher 
 level for the area, they slaughtered me in no short order.

 When I became aware of this I started typing run run run run, but kept 
 getting you couldn't escape!

 This isn't the first time this has happened, but frankly frustrates me, 
 sinse now, after the couple of hours I spent playing this after noon, I 
 have less xp than I started with! I admit this might've been partly my 
 fault for not using dancing light sand checking every single room i 
 walked into,  but why can't the run command work properly? It's 
 situations like this that just make me feel frustrated with the game and 
 incline me not to play.

 I have retreat, but that does no good at all. Why won't run work 
 properly?Is this something that needs to be fixed, or have I just not 
 learnt a command that is particularly usefull in these situations,   
 or indeed is stealth the only option meaning my current character setup 
 is pretty useless sinse I've got thief as my 4th class.

 Any advice or opinions would be appreciated, sinse this was really! 
 annoying.

 Beware the grue!

 Dark.

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Re: [Audyssey] FW: Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
I agree

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, August 09, 2012 5:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: Mapping, item collecting and puzzles in games

I rest my case.

it actually irritates me, sinse if there was a none pvp option I'd love to 
try miriani for the exploring, fighting aliens , space flight and such, but 
I don't want to be in a game where all my hard work can be destroyed just 
because some ultra powerfull player sees me and is having a bad day.

Sinse I'm! not interested in attacking others, I don't see why they should 
be allowed to ruin my game by attacking me.

Sadly, this seems to go for all the space muds, which is again why core 
exiles with it's zero pvp is fantastic, (I don't really count mech combat, 
sinse it's more of a sport or a minigame and has no affect on anything else,

plus is entirely voluntary anyway).

Beware the grue!

Dark. 


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
Are you guys talking about MUD or which

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 12:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

So true. We are definitely lacking in good science fiction text
adventures as well as roll playing games. As a huge fan of science
fiction I'd love to see a text based roll playing game with hundreds
of planets, space stations, aliens, and high tech gadgets to explore.
That would totally rock.

The heck of it is if someone doesn't mind using copyrighted materials
there are plenty of popular series to choose from including: Star
Trek, Star Wars, Babylon 5, Battlestar Galactica, Star Gate, etc just
for starts. If someone doesn't want to step on any toes by using
copyrighted materials its not that hard to take a concept like Star
Trek and modify it for someone's purposes. I've done it myself for a
number of creative writing courses, and all it takes is a bit of
imagination.

Instead of the United Federation of Planets a person could call it the
United Republic of Planets or Republic for short. Instead of warp
drive a person could call it something generic like star drive.
Instead of transporters a person could call them teleporters which is
so generic no one can claim copyright of the idea. On and on I could
go. Its really not that difficult to modify an existing idea and make
it work for a decent roll playing game, but as yet no one has stepped
up to the plate and worked on such a game.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 yep darren that would rock, though to be absolutely honest multiplayer
just

 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like
Ce

 or muds like alter is for what I can get out of them single player, indeed
I

 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games,
and

 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to
that,

 a real space flight action adventure game with proper navigation and
freedom

 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
Something like miriani are you looking for?

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 12:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

Hi Dark,

So true. We are definitely lacking in good science fiction text
adventures as well as roll playing games. As a huge fan of science
fiction I'd love to see a text based roll playing game with hundreds
of planets, space stations, aliens, and high tech gadgets to explore.
That would totally rock.

The heck of it is if someone doesn't mind using copyrighted materials
there are plenty of popular series to choose from including: Star
Trek, Star Wars, Babylon 5, Battlestar Galactica, Star Gate, etc just
for starts. If someone doesn't want to step on any toes by using
copyrighted materials its not that hard to take a concept like Star
Trek and modify it for someone's purposes. I've done it myself for a
number of creative writing courses, and all it takes is a bit of
imagination.

Instead of the United Federation of Planets a person could call it the
United Republic of Planets or Republic for short. Instead of warp
drive a person could call it something generic like star drive.
Instead of transporters a person could call them teleporters which is
so generic no one can claim copyright of the idea. On and on I could
go. Its really not that difficult to modify an existing idea and make
it work for a decent roll playing game, but as yet no one has stepped
up to the plate and worked on such a game.

Cheers!


On 8/9/12, dark d...@xgam.org wrote:
 yep darren that would rock, though to be absolutely honest multiplayer
just

 doesn't interest me in games that much.

 I will say the ce community are a great bunch of people and I do make the
 most out of trading, ndeed they're probably the nicest community I've seen
 in a multiplayer game, which is probably a direct result of Ce attracting
 players who aren't! interested in pvp.

 All that being said, really the only reason I play multiplayer games like
Ce

 or muds like alter is for what I can get out of them single player, indeed
I

 suspect that if I had sufficient vision I'd be playing nothing but! main
 stream single player games like diablow or the star trek stratogy games,
and

 wouldn't bother with multiplayer at all.

 it's actually a shame nobody has yet developed a large and complete enough
 text rpg system to offer open ended space exploration,  or come to
that,

 a real space flight action adventure game with proper navigation and
freedom

 of control similar to the old classic elite.

 Then again even in the fantasy setting, text rpgs are still pretty thin on
 the ground.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Mapping, item collecting and puzzles in games

2012-08-11 Thread rishi mack
anyone interested in a rpg game bassed on lambda can let me know I'd like
some help on one.

Rishi D Mack
Skype: zmackrishi
Email: cg...@live.com
Feel free to contact me anytime :)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 10, 2012 8:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mapping, item collecting and puzzles in games

HI Dark,

Well, you certainly raise some good points here. I agree something
original would certainly be preferable  than a Star Trek knock-off. I
was merely pointing out that one wouldn't have to invent everything
from scratch if they used a template. However, for myself I probably
wouldn't try to copy Star Trek for the same reasons as you gave below.
Namely that it would look like a cheap knock-off and therefore
wouldn't be as satisfying as really exploring strange new worlds, too
seek out new life, too seek out new civilizations, and to go where no
man has gone before. Sorry, just had to say that. Lol!

Anyway, I have to agree with you on the fact that Star Trek tends to
be too idealistic and the Federation is often represented as some kind
of future utopian society. For one thing I personally feel such a view
of humanity is completely unrealistic, and from a gaming point of view
doesn't have enough intrigue to keep the gamer interested in the
storyline. If we populate the galaxy with hundreds of worlds, hundreds
of races, all with their own interests and beliefs then that gives the
game much more room to grow and expand. Especially, since we have more
freedom to create each of our alien races from scratch.

The problem with Star Trek is, as you pointed out, that most of them
are very human looking. The reason for that is simple enough. Its
called money.

From what I understand back in the mid 1960's when Star Trek was being
created Dessy Lu gave the Star Trek production staff a limited budget
to work with. Since costumes and special effects were extremely
expensive they always found ways to cut corners on production costs.
The easiest way they could do that is by giving the Vulcans, Romulans,
and Klingons pointed ears and a different set of clothing. Really
really cheap aliens to be sure.

Problem is 20 years later when Next Generation came along they had a
lot bigger budget from Paramount Television, but all the known alien
races like Vulcans and Romulans were set in that 1960's  style of
humans with really pointed ears. The only aliens that had a dramatic
make over was the Klingons which got a new ridge on their foreheads,
pointed teeth, longer hair, and beards. They looked more alien than
their 60's counterparts, but were still pretty human looking.

Point being that practically from the day shooting began Star Trek's
aliens were a victim of budgetary concerns. While there have been some
alien looking aliens throughout the later series the fact of the
matter is the more human looking races were used primarily to cut
production costs down.

Fortunately, for us we don't have that problem. Since our game will be
primarily text it costs us nothing but a little time to describe a
totally unique creature that is more alien than any television show or
movie would. Plus since we aren't concerned with Class M planets we
can create worlds with a totally different environment than our own
that would be truly alien. What such a world and its aliens would look
like I don't know off the top of my head, but I'm sure I'd have fun
thinking up such a totally new concept from scratch.

Cheers!


On 8/10/12, dark d...@xgam.org wrote:
 Hi Tom.
 I agree that we need more sf games, but I'm afraid I disagree that
modifying

 existing fiction is intrinsically a good idea.

 For instance, if I was playing a game in which you were captain cook of
the

 star ship endeaver, exploring planets on behalf of the union of
confederated

 worlds, encountering races such as the war like Kringor and the cunning
 rymans, it would just feel like a cheap copy to me, and indeed the
 similarity to existing material would make it feel unoriginal.

 Rather, I'd love to see a game that used basic sf concepts, eg, travel
 through hyper space, alien races etc, to tell a new story, and give us
 something to explore that we haven't seen before.

 For instance, in startrek the federation is sort of the goodie two shoes
of

 the galaxy,  what would happen if the federation were a bit more like
a

 real human country, ie, mostly out for their own interests. While Babylon
5

 explored this idea, babylon 5 also had humans as one of the five or so
major

 powers,  well what would happen if humans weren't! a major power, but
 comparatively miner in scale, perhaps being employed as mercenaries or
pawns

 in alien wars.

 Also, where do humans get! the technology able to fly through space, 
 perhaps it's alien in origin to begin with.

 The heechee novels by fredrich pohl (or at least the first two), for
 

[Audyssey] requesting Super Egg Hunt Plus info

2012-08-11 Thread Yohandy
I must say a confirmation that this game is coming out and is so close to 
release was indeed a nice and welcome thing. however I'd love answers to a 
few questions: First, will all game modes be announced before game is 
released? Will the game have a trophy/achievement system in place? How about 
multiplayer modes? These 2 things are sadly lacking in audio games, and it's 
really a shame since they'd not only increase sales, but also game enjoyment 
as well. Hoepfully Liam can get on here and answer some questions for us. 
also some gameplay samples would be nice!






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