[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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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.
Re: [Audyssey] Mota demo, my thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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.
Re: [Audyssey] Mota demo, my thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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.
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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.
Re: [Audyssey] Mota demo, my thoughts
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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.
Re: [Audyssey] Mota demo, my thoughts
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at 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.