[Audyssey] Mota demo, my thoughts

2009-02-25 Thread dark
Well, I know I said on the usa list that because I'l be doing my last night of 
patience I'll have my head full of Gilbert and sullivan,  including 
mincing, and wearing of flower pots and dustbin lids (it's an aesthetic thing), 
I'd not be doing some thoughts on Mota,  but as I've now finished the demo 
I probably should. 

Firstly, I really like the sounds and the various features in the game. Water 
and oxygen and the manual use of torches is deffinately a good idea. Also the 
weapons system is incredibly fun giving lots of things to play with. 

I'm incredibly impressed with music as always, and I'm looking forward to 
seeing more puzles and traps in the game. 

the first thing about the weapons sytem though, is it would be really handy to 
be able to examine your weapons' amo from the selection menue, to best manage 
your resources,  sinse afterall you want to save heavier weapons for the 
more serious creatures,  provided you've got the amo of course. I would 
therefore deffinately suggest adding the ability to review amo with A key while 
in the weapons selection list,  either that or have the weapon's amo spoken 
to you when you go up and down in the list (either would be fine). 

Then, there is the doors and enemy's thing. Sometimes i've opened a door and 
found myself literally next to a centaur or a skeleton. This is of course 
absolutely fine, however it'd be nice to know when this was about to happen so 
that I could prepare appropriate action. Obviously the best way is using the V 
key, however this also tells me about all objects around and behind me. A look 
ahead key,  for example alt pluss left or right arrow, to be used on the 
fly would be incredibly useful I think, and help intigrate viewing objects and 
interacting with them. 

Finally, while it loaths me to report something that let me finish the expert 
mode of the demo without taking a single hit, I do feel it's necessary for game 
balance. 

I didn't first realize the thing behind the final statue was a cyclopse, --- 
when I heard the clanging sounds and started taking damage I actually assumed 
it was one of those poisoned dart traps, --- so I ducked. 

This stopped me from taking damage at all. I therefore did some squat jumps 
past, and got the key, and it was only when I viewed the room that I realized 
this wasn't a dart trap. 

I punched the cyclopse a few extra eye hole with my shot gun, - stil 
ducking and avoiding it's swinging sword then finished the demo. 

then, I tried the same trick on other monsters,  and I can only assume the 
ancient Greeks had some sort of honour code about never attacking a kneeling 
opponent, sinse the Good doctor got through without a scratch,  even on 
expert, by symply ducking and knee capping all opponents. 

while it makes a lot of sense to me that some attacks,  such as the harpies 
electricity and expert, by symply possibly the centaur's arrows could be 
ducked,  it does seem odd that they all! can be. 

How about making the centaur's arrows duckable, while the harpy's electricity 
(as it goes along the ground), needs to be jumped, ie, you have to jump up when 
you here it firing. 

I'm not sure about sword attacks,  maybe sinse their closer range they 
couldn't be ducked (ie, the warriors swing accurately, so you need to run away 
and use ranged weaponry. 

Just some thoughts. 

Deffinately looking forward to seeing more of the game,  especially more of 
the traps and ambience at deeper levels of the temple. 

Beware the Greu! 

Dark.
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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread will

why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. how 
about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?

will

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Wednesday, February 25, 2009 2:36 PM
Subject: [Audyssey] Mota demo, my thoughts


Well, I know I said on the usa list that because I'l be doing my last 
night of patience I'll have my head full of Gilbert and sullivan,   
including mincing, and wearing of flower pots and dustbin lids (it's an 
aesthetic thing), I'd not be doing some thoughts on Mota,  but as I've 
now finished the demo I probably should.


Firstly, I really like the sounds and the various features in the game. 
Water and oxygen and the manual use of torches is deffinately a good idea. 
Also the weapons system is incredibly fun giving lots of things to play 
with.


I'm incredibly impressed with music as always, and I'm looking forward to 
seeing more puzles and traps in the game.


the first thing about the weapons sytem though, is it would be really 
handy to be able to examine your weapons' amo from the selection menue, to 
best manage your resources,  sinse afterall you want to save heavier 
weapons for the more serious creatures,  provided you've got the amo 
of course. I would therefore deffinately suggest adding the ability to 
review amo with A key while in the weapons selection list,  either 
that or have the weapon's amo spoken to you when you go up and down in the 
list (either would be fine).


Then, there is the doors and enemy's thing. Sometimes i've opened a door 
and found myself literally next to a centaur or a skeleton. This is of 
course absolutely fine, however it'd be nice to know when this was about 
to happen so that I could prepare appropriate action. Obviously the best 
way is using the V key, however this also tells me about all objects 
around and behind me. A look ahead key,  for example alt pluss left 
or right arrow, to be used on the fly would be incredibly useful I think, 
and help intigrate viewing objects and interacting with them.


Finally, while it loaths me to report something that let me finish the 
expert mode of the demo without taking a single hit, I do feel it's 
necessary for game balance.


I didn't first realize the thing behind the final statue was a 
cyclopse, --- when I heard the clanging sounds and started taking damage I 
actually assumed it was one of those poisoned dart traps, --- so I ducked.


This stopped me from taking damage at all. I therefore did some squat 
jumps past, and got the key, and it was only when I viewed the room that I 
realized this wasn't a dart trap.


I punched the cyclopse a few extra eye hole with my shot gun, - stil 
ducking and avoiding it's swinging sword then finished the demo.


then, I tried the same trick on other monsters,  and I can only assume 
the ancient Greeks had some sort of honour code about never attacking a 
kneeling opponent, sinse the Good doctor got through without a 
scratch,  even on expert, by symply ducking and knee capping all 
opponents.


while it makes a lot of sense to me that some attacks,  such as the 
harpies electricity and expert, by symply possibly the centaur's arrows 
could be ducked,  it does seem odd that they all! can be.


How about making the centaur's arrows duckable, while the harpy's 
electricity (as it goes along the ground), needs to be jumped, ie, you 
have to jump up when you here it firing.


I'm not sure about sword attacks,  maybe sinse their closer range they 
couldn't be ducked (ie, the warriors swing accurately, so you need to run 
away and use ranged weaponry.


Just some thoughts.

Deffinately looking forward to seeing more of the game,  especially 
more of the traps and ambience at deeper levels of the temple.


Beware the Greu!

Dark.
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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread Thomas Ward

Hi Dark,

Dark Said:
the first thing about the weapons sytem though, is it would be really 
handy to be
able to examine your weapons' amo from the selection menue, to best 
manage your resources,
 sinse afterall you want to save heavier weapons for the more 
serious creatures,

 provided you've got the amo of course.


Tom Says:
That is a very good suggestion. That should be fairly easy to add by the 
next beta. Not to mention very useful as I myself don't like switching 
to each and every item just to find out how much of each I have.


Dark Said:
Finally, while it loaths me to report something that let me finish the 
expert mode
of the demo without taking a single hit, I do feel it's necessary for 
game balance.
I didn't first realize the thing behind the final statue was a cyclopse, 
--- when
I heard the clanging sounds and started taking damage I actually assumed 
it was one

of those poisoned dart traps, --- so I ducked.
This stopped me from taking damage at all. I therefore did some squat 
jumps past,
and got the key, and it was only when I viewed the room that I realized 
this wasn't

a dart trap.
I punched the cyclopse a few extra eye hole with my shot gun, - stil 
ducking

and avoiding it's swinging sword then finished the demo.
then, I tried the same trick on other monsters,  and I can only 
assume the ancient
Greeks had some sort of honour code about never attacking a kneeling 
opponent, sinse
the Good doctor got through without a scratch,  even on expert, by 
symply ducking

and knee capping all opponents.

Tom Says:
Yeah, we are aware of this issue, and are currently in the process of 
fixing that issue. In the next beta you will not take damage immediately 
when you duck, but if you remain ducking/crouching enemies will correct 
their aim and hit you no matter weather you are standing or crouching. 
So you are likely to find the next beta more challenging and with a lot 
of personal request or suggestions fulfilled.

Smile.



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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread Thomas Ward

Hi Will,
The oxygen is there for two reasons. One it is a global command 
integrated into the engine. Second, if you are swimming in water your 
air supply will go down. It isn't noticable on beginner, but goes down 
more rapidly on expert. Again, another one of those realism features of 
the engine.


will wrote:

why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. 
how about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?

will



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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread shaun everiss
aah so does that level refill itself or will it just drop to 0 at some time.
At 02:53 p.m. 26/02/2009, you wrote:
Hi Will,
The oxygen is there for two reasons. One it is a global command integrated 
into the engine. Second, if you are swimming in water your air supply will go 
down. It isn't noticable on beginner, but goes down more rapidly on expert. 
Again, another one of those realism features of the engine.

will wrote:
why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. how 
about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?
will


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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread Shadow Dragon
Personally I think oxygen should only go down if you're strictly under 
water, like forced to swim through a flooded passage or something. Just my 
two cents though. The water you jump into from the ledge sounds more like 
part of the passage broke away the water filled the floor space.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, February 25, 2009 6:53 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota demo, my thoughts


Hi Will,
The oxygen is there for two reasons. One it is a global command integrated 
into the engine. Second, if you are swimming in water your air supply will 
go down. It isn't noticable on beginner, but goes down more rapidly on 
expert. Again, another one of those realism features of the engine.


will wrote:

why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. how 
about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?

will



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