Re: [Audyssey] Space odicy, complex space fleet management game

2013-10-27 Thread Karl Belanger
Hi,
I started playing the game last night, and I like it a lot. The in-game notes 
aren’t so much of a tutorial, more of the game telling you what the screen does 
and giving some suggestions about what you might want to do there. I highly 
recommend you read through the guide, as that explains things really well.
Designing ships is a tedious but fun process. Here is how I understand it:
First, you design a hull. This is the simplest process, simply naming the hull 
and telling the game how much space, also referred to as weight, the hull has. 
This number, along with the energy output of your power core, are the two 
primary limiting factors when designing ships.
After you have a hull, you need to design a power core to fit in that hull. 
This is done by entering desired weight of the core, and the desired energy 
generation of the core. The more weight you devote to your power core, the 
larger energy generation the core can have. If your core is underpowered, i.e. 
the entered weight can support more energy than you have entered, the game will 
show a fitting cost of 1000, written as 1.000 credits. If you are write at the 
optimal number, the cost will be very low, only a couple credits. The more you 
go over the optimal, the higher the price gets. This applies to all other 
systems as well.
For armor, the tradeoff is weight vs. hit points, again, the heavier the armor, 
the more hit points it can have.
For shields, the determining factors are both weight and energy cost. The 
higher of both, the more absorption you can have.
For weapons, the limiting factors are again weight and energy cost, and the 
things you need to decide on are attack and accuracy.
I Haven’t played with the Computer, Marine, or Special systems much, but I know 
computer effects weapon accuracy and defense, Marine effects the number of 
marines, used to board and repel boarders, gives space for additional marines, 
and Special effects hit points, defense and absorption.
The guide recommends using half the weight of your hull for power, and saving 
at least half your energy for the weapon.
Once you have the ship and systems designed, you first “buy fleet”, where you 
select your newly designed hull and power core. Once those are purchased, you 
go to “upgrade fleet” and add the systems you just designed. Once you have 
design blueprints, you can reuse them on different ships, or put multiple 
different configurations of systems into the same hull.
Once you buy a fleet, upgrade it, and resupply it with ships, you can start 
doing missions and battling with it.
Hope this helps.
Karl
On Oct 26, 2013, at 7:45, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Dark,
 
 Interesting. I have plans, if I have time, to check it out today. The
 numbers do sound a bit dire as some TTS Engines blow up when seeing
 numbers like that so I sympathize with the annoyance. However, from
 what I have read so far it sounds like something deep and complex
 which is what I need right now at this stage in my life.
 
 Cheers!
 
 On 10/26/13, dark d...@xgam.org wrote:
 Hi Tom.
 
 The game is different I'll say that, though it's a long way from easy, (I've
 
 still not exactly worked out how design and ship stats work myself).
 
 The only thing (apart from getting attacked by other players), that somewhat
 
 annoys me about the game is the numbering system. Everything in the game has
 
 numbers in the millions and billions, and the numbers are always written
 1000.000.000, with separation of the didgits.
 
 The problem is this means scansoft daniel reads them as didgits, and it's a
 
 little bit of a pest keeping trakc of whether five six zero zero five four
 three one zero nine is bigger than seven eight two zero, zero, five six
 three one zero two, (not a major problem but I do wish they werre written
 straight so I could get them pronounced as millions and thousands).
 
 That's only a miner thing though, and there is a lot else good about the
 game.
 
 I'm also currently investigating Astro galaxy, another game by the same
 company in which you have just one ship and must explore planets and stars
 around earth for resources. That's really! unique because of how it uses
 actual concepts like calculating courses and writes all it's measurements in
 
 au, sadly it's not quite as accessible due to a lot of unlabeled images on
 the system and galaxy maps.
 
 Beware the Grue!
 
 Dark.
 
 
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 26, 2013 3:33 AM
 Subject: Re: [Audyssey] Space odicy, complex space fleet management game
 
 
 Hi Dark,
 
 Sounds far freaking out! I'll have to give this one a try. It seems
 like just the sort of thing I'd enjoy.
 
 cheers!
 
 On 10/25/13, dark d...@xgam.org wrote:
 Hi.
 There is a game which was recently added to to the whitestick.co.uk site
 called Space Odicy, found at http://www.spaceo.net/
 
 The game is a rather unique one. 

Re: [Audyssey] What ever happened to extant

2013-10-27 Thread dark

Hi Richard.

Glad to here Extant is still potentially on the table, i always thought it 
was a nice and interesting idea for audio navigation what with the circular 
areas etc.


Okay, here are my answers:

1: What did I like about extant?

Ease of navigation plus very good ambience, you never had problems getting 
rom A to B working around walls etc, and the appearance of sounds and 
creatures was highly atmospheric, especially with precision in the sterrio 
field. I also appreciated how the spherical aspect of the game gave it a 
slightly synister, surreal feeling with different places and objects popping 
over the horizon, indeed if the game were expanded I could imagine this 
being part of the plot,  eg, scientists messing around with creating 
black holes make the dimentions of reality go floopy and also cause lots of 
nasty monsters to appear.


I also really liked the respawning aspect of the game, and could see how if 
this was expanded with more monster types, slightly different nested maps 
you could create a degree of random generation, or at least rpg repeatable 
areas.


2: What did you miss or didn't like?

The ease of navigation was in some sense a double edged sword, since it 
meant that while it was extremely easy to get to different parts of the game 
in the demo and find different objects, it also took away some degree of 
suspense from exploring new areas. This was particularly true in the 
buildings with their just one monster and a pack.


Equally, combat while extremely fluid and easy was rather simple with the 
one weapon and dodging, though I could see how it could be expanded given 
different weapon ranges, rates of attack, maybe some rpg like stats and 
extra effects, (the poison was a good idea though a bit too universal).


3: What I'd like to see.

Obviously more story, types of monsters, complex combat, weapons etc, but 
also some complexity in both combat and the environment. For example, making 
the nested areas more complex, after all there is a potential to have very 
large maps simply by alternatives in the nested areas, for instance the 
crypt in the graveyard in the church in the city in the north forest. 
Indeed, there is the potential for a nested world map system in Extant 
rather more than in most games. This would also be a great chance to make 
the games' progression less liniar by having various locations and side 
quests to explore irrispective of where the player needs to go, (and we do! 
need less liniar games).


4: What platforms.

Well I've personally got a windows xp machine and an Iphone, so would go for 
those platforms.


5: How much would you be willing to pay?

Well it depends upon game size and complexity really. I'd be willing to go 
as high as 40 or maybe even 50 usd, but it would need to be a very major 
game with many hours of gameplay, and involve more than just cranking up 
higher scores, (entombed was quite justified in the 40 usd price tag for 
this reason). Generally speaking the simpler the game, the less I'd be 
willing to pay for it.


If for instance you created a basic kill as many monsters as you can in a 
spherical sterrio field type of game, I'd likely be willing to only go 10 
usd max, and even then the game would need to be extremely good.




Of course if you were looking for indigogo or similar funding, well the 
decision might be a little different since there obviously I'd be to an 
extent funding created content so might want to hazard a little extra, 
particularly since I could be certain in your case that you would! deliver 
the game as promised and had the skills to do so, (especially as someone who 
works with some of your programming on a literally dayly basis over on 
audiogames.net). Though of course time is also a factor, since I'm not made 
of money and even if I did! want to contribute extra I'd likely need to do 
it over a couple of months, not all in one go, (I've seen a couple of 
funding projects fail for this reason, simply not realizing that people have 
fixed monthly income and thus are limited in what they can give even if they 
do wish to hazard more).




Beware the grue!



Dark.

- Original Message - 
From: Richard (AudioGames.net) rich...@audiogames.net

To: gamers@audyssey.org
Sent: Tuesday, October 15, 2013 9:36 AM
Subject: Re: [Audyssey] What ever happened to extant



Hi guys,

Yes, we do check this place, but no offence taken (smile).

Thanks for asking this question. Sander and I have been busy with a lot of 
things with our company Creative Heroes (http://creativehero.es) and 
Extant was shelved because of other projects and priorities (unfortunately 
we do not have all the freedoms we had as students anymore (smile)).


That said, we never stopped discussing the possibilities of a full game. 
You might also remember us asking this community for input on what you 
guys want a while back. We also closely monitored the developments related 
to the excellent Swamp and other audio 

Re: [Audyssey] Space odicy, complex space fleet management game

2013-10-27 Thread dark

Hi Karl.

What threw me slightly is the on screen suggestions from the Ai seemed to be 
indicating tutorial tasks, but they couldn't be completed, for example it 
told me to install an armor system on the training fighter I got but there 
was no space for it. That's why I finished up just turning the Ai off and 
going through the guide, which does indeed provide all the information you 
said about design.


the only real issue I have is what to design next, how much to do in terms 
of expense and what numbers to play with, since while the fleet I got from 
following that guide are pretty goode, obviously there is more to the system 
and it'd help to for instance know what a computer was for or have a better 
idea on the effects of specials. Indeed, it might be helpful if the game 
provided some initial systems and designs for you to play with and just get 
used to missions and such, then let you design your own later rather than 
throwing you in at the deep end. This is what I asssume the on screen ai 
instructions were supposed to do but as I said for me they just didn't seem 
to work properly.


Then again, nobody said space odicy was an easy game.

Beware the Grue!

Dark. 



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[Audyssey] astro galaxy, was Re: Space odicy, complex space fleet management game

2013-10-27 Thread Anouk Radix
Hi Dark,
Well, since the devs reported so quickly about your questions they might do so 
too if you mail them about unlabelled buttons in astro galaxy.
I hope this game will get better, I always like just having one ship to work 
with.
Greetings, Anouk,
On 26 Oct 2013, at 08:49, dark d...@xgam.org wrote:

 Hi Tom.
 
 The game is different I'll say that, though it's a long way from easy, (I've 
 still not exactly worked out how design and ship stats work myself).
 
 The only thing (apart from getting attacked by other players), that somewhat 
 annoys me about the game is the numbering system. Everything in the game has 
 numbers in the millions and billions, and the numbers are always written 
 1000.000.000, with separation of the didgits.
 
 The problem is this means scansoft daniel reads them as didgits, and it's a 
 little bit of a pest keeping trakc of whether five six zero zero five four 
 three one zero nine is bigger than seven eight two zero, zero, five six three 
 one zero two, (not a major problem but I do wish they werre written straight 
 so I could get them pronounced as millions and thousands).
 
 That's only a miner thing though, and there is a lot else good about the game.
 
 I'm also currently investigating Astro galaxy, another game by the same 
 company in which you have just one ship and must explore planets and stars 
 around earth for resources. That's really! unique because of how it uses 
 actual concepts like calculating courses and writes all it's measurements in 
 au, sadly it's not quite as accessible due to a lot of unlabeled images on 
 the system and galaxy maps.
 
 Beware the Grue!
 
 Dark.
 
 
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 26, 2013 3:33 AM
 Subject: Re: [Audyssey] Space odicy, complex space fleet management game
 
 
 Hi Dark,
 
 Sounds far freaking out! I'll have to give this one a try. It seems
 like just the sort of thing I'd enjoy.
 
 cheers!
 
 On 10/25/13, dark d...@xgam.org wrote:
 Hi.
 There is a game which was recently added to to the whitestick.co.uk site
 called Space Odicy, found at http://www.spaceo.net/
 
 The game is a rather unique one. Basically, the idea is it's set far in the
 future where a massive galaxy wide war has destroyed most physical planets
 in the galaxy, leaving systems with stars and asteroid ruins and most
 humans, (plus various sorts of nasty alien monsters), flying around in giant
 space ships.
 
 In the game you take control of a mothership, a giant ship holding bio farms
 and other resources, and must design fleets for space combat, have supplies
 on an asteroid base and eventually build up your own space stations and
 mining facilities.
 
 There is no other way of saying it, the game is complex! basically you
 physically have to design every type of fleet you use, or else borrow
 designs from others, and add systems to the fleets individually. For this
 I'd strongly recommend you look at the guide and go through steps in detail
 since it takes you through how to design fleets etc. Also, note that the
 auto tutorial you get with the ship ai when you start the game isn't
 particularly adequate, (or at least I never found it such I got utterly
 stuck with it).
 
 There is a lot to do in the game, literally hundreds of npc missions,
 invasions by other alien races, indeed even to mine asteroids you need to
 blow up some robotic guardian fleets in the system. There is a markit for
 trading, and lots of things to build.
 
 The game is fully accessible, though has got a lot of things on screen,
 lables for stars are a little wonkey but I've contacted the developer and
 have been told they'll fix this (and judging by how quickly they got back to
 me I'm hoping it'll be soon). Now, for the bugbear that is on everyone's
 mind, - pvp.
 
 The bad news is yes, there certainly is pvp, you will get attacked and your
 fleets blown up by other players. Since however the game has so much growth,
 expantion and other! things to do besides attack other captains I asked the
 developers about this, (particularly since on their servers list I saw a so
 pve, aka players vs environment server).
 
 The developers told me that they're not accepting signups on the pve server
 as yet since they want more people on the main game, but they will be
 reopening it soon, (I've asked them to let me know when). So what I'm
 personally doing is logging in, getting used to completing isssions and
 designing ships, and will change to the pve server as soon as it is
 available, and if I get attacked,  well this is just learning how to
 play!
 
 So, if you like the idea of a complex space game with lots to do and lots of
 ways to expand, I'd recommend trying this one out,  especially since it
 seems there will be a no pvp option for the future.
 
 Oh, and also no captures!
 
 All the best,
 
 Dark.
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Re: [Audyssey] astro galaxy, was Re: Space odicy, complex space fleet management game

2013-10-27 Thread dark

Hi Anouke.

I think I actually Agree. Astro Galaxy has the one ship, (though you can buy 
more ships if you want), and must manage it in detail, installing modules 
like cargo bays, mining gear, guns, marines, ftl drives and such. A lot of 
the game involves managing your ship and it's personell, highering crew, 
making sure you've got enough fuel and cargo space and such etc.


I do like the realism in Astro Galaxy, like the way planets actually have a 
surface and composition when you mine them, and the way interplanetary 
distances are calculated iin au, (astronomical units), while interstellar 
distances are calculated in light years, and that you need to physically 
plot courses before flying there.


There is pvp, but I'm not sure how serious it is generally, since it seems 
even just managing your single ship is quite a task.


The main problem with the game unfortunately is the graphics. The game is 
very playable, but the solar system map is made up entirely of unlabeled 
java script links, which means say to find the moon in order to plot a 
course to it I needed to just go on clicking until i found the right one, 
and the interstellar map is completely! inaccessible since your not told 
what star you've clicked only given a course to it, (this means I've got 
utterly stuck in the tutorial).


Funnily enough however, I just got an E-mail back from the developer about 
Astro Galaxy. He stated that he was working on an alternative interface for 
navigating the graphical parts of the game which would be available in the 
future


Since the maps in Astro Galaxy have a very  similar layout to the maps in 
Space Odicy, (and I bet the maps in their other game sea odicy are similar 
too), I suspect the developers are working on a general access fit for all 
titles, which would be awsome and mean we could add a good few more complex 
games to the mix which is always good.


Of course though these things take time, though I feel quite hopeful with 
the developers' positive attitude that they'll not be forever.


All the best,

Dark. 



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[Audyssey] Space odicy no pvp option

2013-10-27 Thread dark
Hi. 

And for anyone who like me doesn't! appreciate pvp at all, the developers gave 
me the registration link for the pve server. This means no attacking other 
players at all, woohoo! 

You can bet I'll be signing up on this server myself:

http://www.spaceo.net/register_pve.php

Hth. 

All the best, 

Dark.
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Re: [Audyssey] Space odicy no pvp option

2013-10-27 Thread Darren Harris
hi dark,

so apart from the no pvp option what are the main differences? is it persistent 
or does the game reset after x amount of time? 

Sent from my iPad

 On 27 Oct 2013, at 16:17, dark d...@xgam.org wrote:
 
 Hi. 
 
 And for anyone who like me doesn't! appreciate pvp at all, the developers 
 gave me the registration link for the pve server. This means no attacking 
 other players at all, woohoo! 
 
 You can bet I'll be signing up on this server myself:
 
 http://www.spaceo.net/register_pve.php
 
 Hth. 
 
 All the best, 
 
 Dark.
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Re: [Audyssey] Space odicy no pvp option

2013-10-27 Thread dark
Well darren I've not unfortunately found a server list so I'm not sure what 
any of the servers are.


Ther'es one called So wars which I assume is pvp exclusive, (likely that one 
has few to no missions), there's the so pve one, there's one describing 
itself as so elite, and then there is Sea Odyssey, which seems essentially a 
nautical mod of the game with fleets of sailing ships instead of space 
ships.


regarding resets, well yes and no. there are no formal rounds like some 
other games have every month or six months or whatever, however there is a 
way to redistribute all in game resources, which occurs when several players 
(who choose to), in the top 100 all decide to build and activate the 
doomsday device, though should any of them fall out of the top 100 the 
device will stop.


Remember though in Space Odyssey it is your ship blueprints, l;evels of 
scientific researc and your commander level that dictate advancements, and 
you won't lose any of those even if the device is activated, though you 
might need to rebuild your ships and stations, Heck, I'm not sure even if 
you lose your credits or just your actual physical resources. then again 
this doesn't seem to happen very often at all, indeed I suspect it's more an 
economic stop gap measure than a game reset.


All the best,

Dark. 



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