Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread dark

Hi tom.

As to shades of doom, I do agree with you that the game is something of a 
disappointment, sinse I was personally expecting something as much in 
advance of shades version 1 as Toc 2.0 is of Toc version one. At the least 
new levels and enemies, perhaps mouse control, perhaps a map creator, not 
essentially the same game with changed sounds.


I don't however think you can draw any conclusions from Shades about the 
over all state of audiogames. Shades is just one game after all, and what's 
more a game from a developer who has in the past done a lot to advance what 
can be done in audio.


With respect to park boss and pizza delivery, my point wassort of the same 
as with Paladin of the skies and some of the Ticonblu titles. it's not 
always whether an audio game is an entirely new concept such as Swamp or 
Entombed, so much as whether an audiogame tries something that has not been 
done before.


Take Judgement day. yes, it's a fairly standard arcade space invaders clone, 
but at the time it was interesting for it's uses of achievements, badges, 
extra cut scenes etc. By the same tocan, Sound Rts didn't include anything 
that different in audio terms. Sound scanning, tabbing between locations, 
coordinates, tracking messages in real time, indeed I remember back in 
around 2006 proposing something similar could be done just based on playing 
Galaxy Ranger from Vipgameszone. It's however the fact that Sound rts put 
all these together, and added map creation and online play that is the 
interesting point.


As I said, by the same tocan I support someone like Ticonblu, not because 
what they do is always revolutionary, but because they're trying new things 
out, which is always what we should incourage, indeed this is probably why 
shades of doom version 2 now seems so lacking, sinse it doesn't give 
anything new, either in terms of mechanics, design or systems, or more 
basically just in terms of new content to explore.


Beware the grue!

Dark. 



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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Jim Kitchen

Hi Thomas,

Yeah, I had to decide if I was going to write the Pizza Delivery game turn 
based decision making based more like Trucker or live action driving like Mach 
1.  I guess that I figured that turn based was an easier interface for more 
people.

BFN

Jim

Meep, Meep, (and picture a cloud of smoke...)

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Josh,

Which Star Wars map pack are you referring to? There is a Clone wars
and a New Hope map pack. I'll grab both but I was wondering which you
were specifically referring to.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 don't base your opinion on sample map packs they are just it samples.
 the good ones are star wars and star trek and age of warlords and others.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Jim,

I suppose the turn based movement is easier for people, but that in my
opinion is what makes it less appealing to me. I'd have preferred the
challenge of trying to drive around town like Mach 1 rather than
having the game stop at every corner and requesting direction and
speed after every stop. That gets to be a bit annoying after a while.

What might make the game better is asking how many blocks you want to
travel so you instruct the delivery guy to go straight ahead, for five
blocks, at 35 MPH, and then that would save the player five stops. As
you'd be directing him to go further each turn.

Cheers!


On 10/30/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Yeah, I had to decide if I was going to write the Pizza Delivery game turn
 based decision making based more like Trucker or live action driving like
 Mach 1.  I guess that I figured that turn based was an easier interface for
 more people.

 BFN

  Jim

 Meep, Meep, (and picture a cloud of smoke...)

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Josh k

the clone wars map pack.

On 10/30/2014 10:16 AM, Thomas Ward wrote:

Hi Josh,

Which Star Wars map pack are you referring to? There is a Clone wars
and a New Hope map pack. I'll grab both but I was wondering which you
were specifically referring to.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:

don't base your opinion on sample map packs they are just it samples.
the good ones are star wars and star trek and age of warlords and others.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss
Well not much can change with audio unlike graphics there is a limit 
on how many sounds you can really have.

Even with realistic 3d audio there is its own issues and limits.
Even with better multiplayer support and the like, we are limited 
more than those with graphics.


At 11:23 a.m. 30/10/2014, you wrote:

Hi Dark,

I know Shades of Doom is not cutting edge. However, keep in mind Ishan
brought it up and was I believe trying to show how far audio games
like Shades of Doom have advanced and my point was to show him as far
as games like Shades of Doom are concerned nothing has changed very
much compared to other games like Entombed or Swamp. I think my
meaning got a little lost in the discussion there and you have
inferred a different meaning than was intended.

As far as over all advancement in audio games I agree with your points
as they are valid. Time of Conflict 2.0 is in deed a very
revolutionary game, and takes audio gaming to new levels in terms of
the strategy genre. It is most definitely a far cry more advanced than
anything that was available ten to fifteen years ago.

As far as something like Park Boss goes its definitely something new
for the audio games community, but to me it is more unique than
revolutionary. I don't want to say anything bad about it, but while I
thought the game was okay but after playing it a while it was a bit
too simplistic for my liking. There were many aspects where I thought
the game could stand a few improvements. However, it is after all only
a first release so I don't want to be too overly critical of it.

As for Pizza Delivery its a decent game in concept, but its not one of
my favorites. It reminds me more of a board game than any thing else
with telling your driver to go forward, left, right, and the speed
which is a lot like moving a game piece on a board than driving a
scooter around town delivering pizzas. I'd personally prefer to hold
down an arrow key and sort of drive around town than the select
direction and speed from a menu. I guess what I'm saying while I think
the game is okay it feels too much like the board games we have always
had with a different story, sounds, and so on.

As far as Ticonblu goes I haven't tried any of their games yet. I
haven't had much cash lately to experiment with so haven't had money
to try any of their titles. So obviously that is why I wouldn't
necessarily put them in my comparison of new and old games.

Same goes with the iOS market. I don't own an iPhone so haven't tried
any of the games available for it. So can't comment as to how good or
unique the games are since I have no experience with them.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 Technical discussions aside, I confess I disagree on the lack of audio game

 progress in design terms. While you might be correct on shades of doom,
 Shades of doom is hardly the cutting edge of audio games these days.

 Swamp features as you said major changes in fps technology, and some of
 these are seen in other titles like road to rage. While Adventure at C:
 didn't do anything new in mechanics terms, level creation and rpg style
 stats are certainly a step forward for side scrollers. Paladin of the skies

 is the first attempt at a full scale console rpg. While I still feel it's a

 work in progress, the progress definitely is being made.

 In resource management and stratogy we have seen some major 
changes, Time of


 conflict (who's 2.0 version was a distinct upgrade), Lunimals, Castaways,
 traders of known space and most recently Park boss and possibly Pizza
 delivery  too.

 Look at Ticonblu. Multiplatform titles pumped out like nobody's business,
 trying different experimental ways with audio, maze game in inquisitor's
 heartbeat, object location in noire, analogue steering with stats in
 audiospeed. Some of these experiments have been less successful 
than others,


 but I do very much admire the Ticonblu crew for their willingness to try,
 indeed I shal be recommending to 7-128 that they get a spot on the top 25
 audio game devs list for next year.

 Then there is the hole Ios market which has even reinvigorated many basic
 game types such as the usual arcade title by including analogue elements,
 for example Nebula and sixth sense, not to mention atmospheric adventures,
 interactive audio dramas and the like.

 Another highly interesting development I've noticed is that more sighted
 developers are getting involved with audiogames now, not just for access
 reasons, but for actual possibilities of audio as a representative medium
 for game development. Somethinelse, Evildog (the chap who made blind
 swordsman), heck we got another one on the audiogames.net forum just last
 night trying to design a full speaking interface for their mudlike online
 game.

 While Audiogames  are still well behind the independent graphical games in
 many ways, (imho they should not be compared to mainstream 
games), and while


 some inherent design issues with the 

Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread ishan dhami
Hi everyone!
I never ticon blue's game so I agree with ward sir's comment.
as far as concern of entombed I like the concept of this game and also
some sounds.
I haven't know any three d single player FPS games.
as far as concern of multiplayer FPS games.
they are not accessible for 24 hours.
the side scroller are not improved in my opinion.
Thanks

On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 download tacticle battle then go into the game then arrow to download
 map packs and hit enter. its easy.

 On 10/29/2014 6:47 PM, Thomas Ward wrote:
 Hello Josh,

 Where does one go to get the map packs etc that you mentioned?

 Thanks.


 On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 try star wars star trek and age of warlords and you'll change your mind
 quickly about tacticle battle!
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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss

Tom, tacticalbattle is just an engine.
The sample maps are really crappy demos, they are nnothing special.
Some of the user maps like starship battles, one shot zombie house, 
and toom hunter as well as the starwars maps are good there is even 
one based on world war 2.

tactical battle is basically an engine, nothing more.
You have just about everything done for this, angry birds, fantacy, 
horror and scifi.
Tactical battle is really good now but you will need all the maps and 
stuff to really enjoy it.


At 11:02 a.m. 30/10/2014, you wrote:

Hi Dark,

I confess I haven't played much with Tactical Battle either. I
basically played some of the sample maps, found it sort of blah, and
gave it a pass. I have heard there are some good maps available for
the game, but I've been too busy with personal issues to give any of
those a go. So my opinions should be as reflecting the sample maps etc
rather than the game as a whole as I haven't had a great deal of
experience with it personally to give it the benefit of a qualified
opinion.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 tactical battle is more the possibility of the engine than the initial game

 maps.

 I confess I've not played the game hugely, ut I do get the impression some
 people have done some pretty astounding things with it.

 Beware the grue!

 Dark.


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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Shaun,

That's where we disagree. While audio is somewhat limited in what it
can do I think there is quite a lot more that could be done in audio
than is currently being done for various reasons. Most of them I
suspect simply come down to the lack of skills by the developers
currently developing games, or a lack of time to put into making a
more complex audio environment.

For example, a lot more can be done with DSP effects to make a much
more dramatic environment. If one is approaching a wall one can
increase the amount of echo on the footsteps to make it obvious that
there is a wall there without running into it first. Another thing is
using low high pass filters to muffle sounds in other rooms or behind
walls, doors, etc. There are plenty of things like that which could
add to and enhance the audio environment, but I haven't seen much work
in that area.

Another thing is simply adding more dimensions of movement to the game
play. I think all would agree a 2d side-scroller like Mysteries of the
Ancients offers more advantages than a more 1d side-scroller like
Super Liam because there are ropes to climb up/down, staircases to
navigate, things to jump over, and there is a lot more that can be
done with a full 2d environment than say a 1d environment. Likewise a
3d environment has more opportunities than 1d or 2d.


My point being while audio will always be somewhat limited I think
there are areas that developers can work on to improve it and develop
more games on par with what mainstream gamers play.

Cheers!



On 10/30/14, shaun everiss sm.ever...@gmail.com wrote:
 Well not much can change with audio unlike graphics there is a limit
 on how many sounds you can really have.
 Even with realistic 3d audio there is its own issues and limits.
 Even with better multiplayer support and the like, we are limited
 more than those with graphics.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Thomas Ward
Hi Ishan,

On the contrary I think side-scrollers are an area where audio games
have had a lot of improvement over the last ten to fifteen years.

If we consider Super Liam as the first accessible side-scroller while
a decent game for its time it lacked several things later
side-scrollers had. It was basically a 1d game where you walked left
and right, shooting enemies out of your way, and occasional jumped
over something when necessary. However, for the most part wasn't all
that advanced.

In 2004/2005 James North released the first real 2d side-scroller,
Montezuma's Revenge, where the player could climb up and down ropes,
use ladders, jump over traps and enemies, and it offered an experience
not available by games like Tarzan Junior and Super Liam that were
fairly early side-scrollers.

A few years ago Blast Bay released Q9 which was intended to be a
simple game. It is for the most part 1d like Super Liam, but it has
unlockable content which was a feature we hadn't seen before in a lot
of earlier accessible side-scrollers.

Perhaps the side-scroller that impressed me most was Blast Bay's demo
of Perilous Hearts. Not only did it have 2d elements such as climbing
vines and jumping from treetop to treetop, but the enemy A.I. in the
game was totally different from anything ever done before in audio.
You'd have monkeys beating the stuff out of each other, bores
attacking other enemies, and all and all it made a totally different
type of game play with no clear idea of who or what was an enemy since
they were usually fighting each other as much as going after the
player character.

So saying there hasn't been any change in side-scrollers isn't really
true when you stop and consider the changes in that particular style
and genre the last decade or so.



On 10/30/14, ishan dhami ishan1dha...@gmail.com wrote:
 Hi everyone!
 I never ticon blue's game so I agree with ward sir's comment.
 as far as concern of entombed I like the concept of this game and also
 some sounds.
 I haven't know any three d single player FPS games.
 as far as concern of multiplayer FPS games.
 they are not accessible for 24 hours.
 the side scroller are not improved in my opinion.
 Thanks

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss
well blindaudiogames.com has them but if you download the latest 
tactical battle and install it then download and install the latest 
development pack from the map packs section, you can get all the 
packs from there all stable packs in theory should appear in the game 
and you can download them via the game to.


At 11:47 a.m. 30/10/2014, you wrote:

Hello Josh,

Where does one go to get the map packs etc that you mentioned?

Thanks.


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 try star wars star trek and age of warlords and you'll change your mind
 quickly about tacticle battle!

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread shaun everiss

well tom the latest version does not come with any packs.
the builtin packs are really crappy but they are only intros.
The user map packs are more complex, but the maps are only as good as 
theperson writing them.


At 11:05 a.m. 30/10/2014, you wrote:

Hi Josh,

While I have briefly played around with Tactical Battle I have not yet
had time to look at any of the map packs. So any opinions I might
voice currently would be based exclusively on the sample maps etc that
comes with the stock game not the extra downloads of map packs and so
forth.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 and don't forget tacticle battle and all its map packs.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Josh k

what? an angry birds map? where can I get that from?

On 10/30/2014 1:55 AM, shaun everiss wrote:

Tom, tacticalbattle is just an engine.
The sample maps are really crappy demos, they are nnothing special.
Some of the user maps like starship battles, one shot zombie house, 
and toom hunter as well as the starwars maps are good there is even 
one based on world war 2.

tactical battle is basically an engine, nothing more.
You have just about everything done for this, angry birds, fantacy, 
horror and scifi.
Tactical battle is really good now but you will need all the maps and 
stuff to really enjoy it.


At 11:02 a.m. 30/10/2014, you wrote:

Hi Dark,

I confess I haven't played much with Tactical Battle either. I
basically played some of the sample maps, found it sort of blah, and
gave it a pass. I have heard there are some good maps available for
the game, but I've been too busy with personal issues to give any of
those a go. So my opinions should be as reflecting the sample maps etc
rather than the game as a whole as I haven't had a great deal of
experience with it personally to give it the benefit of a qualified
opinion.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 tactical battle is more the possibility of the engine than the 
initial game


 maps.

 I confess I've not played the game hugely, ut I do get the 
impression some

 people have done some pretty astounding things with it.

 Beware the grue!

 Dark.


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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread Josh k

I wish I could buy perilous hearts.

On 10/30/2014 2:30 PM, Thomas Ward wrote:

Hi Ishan,

On the contrary I think side-scrollers are an area where audio games
have had a lot of improvement over the last ten to fifteen years.

If we consider Super Liam as the first accessible side-scroller while
a decent game for its time it lacked several things later
side-scrollers had. It was basically a 1d game where you walked left
and right, shooting enemies out of your way, and occasional jumped
over something when necessary. However, for the most part wasn't all
that advanced.

In 2004/2005 James North released the first real 2d side-scroller,
Montezuma's Revenge, where the player could climb up and down ropes,
use ladders, jump over traps and enemies, and it offered an experience
not available by games like Tarzan Junior and Super Liam that were
fairly early side-scrollers.

A few years ago Blast Bay released Q9 which was intended to be a
simple game. It is for the most part 1d like Super Liam, but it has
unlockable content which was a feature we hadn't seen before in a lot
of earlier accessible side-scrollers.

Perhaps the side-scroller that impressed me most was Blast Bay's demo
of Perilous Hearts. Not only did it have 2d elements such as climbing
vines and jumping from treetop to treetop, but the enemy A.I. in the
game was totally different from anything ever done before in audio.
You'd have monkeys beating the stuff out of each other, bores
attacking other enemies, and all and all it made a totally different
type of game play with no clear idea of who or what was an enemy since
they were usually fighting each other as much as going after the
player character.

So saying there hasn't been any change in side-scrollers isn't really
true when you stop and consider the changes in that particular style
and genre the last decade or so.



On 10/30/14, ishan dhami ishan1dha...@gmail.com wrote:

Hi everyone!
I never ticon blue's game so I agree with ward sir's comment.
as far as concern of entombed I like the concept of this game and also
some sounds.
I haven't know any three d single player FPS games.
as far as concern of multiplayer FPS games.
they are not accessible for 24 hours.
the side scroller are not improved in my opinion.
Thanks

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-30 Thread dark

Hi Tom.

I agree with you on audio effects, though you should definitely hear some of 
what somethinelse have been doing on ios sinse it does employ several of the 
sort of effects your talking about such as the dsp when approaching walls.


I would say audio games will never be up to what mainstream games are unless 
they have the same amount of money, people and resources devoted to them and 
we know that is not likely to happen. I do think though audio games could 
achieve more results similar to what independent developers are doing at the 
moment. so Skyrim or diablo? probably not. Angband or Final fantasy 5? quite 
possibly.


I however am not sure whether chasing the vertical movement unicorn is 
really the way to go anymore. In the 8 years I've been seeing audio games, 
nobody has really investigated vertical movement in anything other than a 
simulation game like lone wolf or tdv, ie a game where the movement is 
purely coordinates based. I would suggest looking at how the current 
technology and established methods can be expanded, rather than trying to 
chase the impossible.


?

For example, mysteries of the ancients was not exactly 2D, not in the way 
that a game like Metroid or Mega man was 2D. You did not have a huge range 
of ledges all at different hights, and a character with a large amount of 
movement options in the air. likewise, enemies did not take advantage in 
full 2D movement,  for example in Metroid there are enemies which flie 
circles above the ground, so the player needs to shoot or duck then when in 
position, there would not be an accurate way to replicate this in audio.


?

Just like Swamp used multiple 2D maps shoved atop each other and linked by 
stairs to create the 3D impression of a building, Mysteries of the ancients 
used a set of 1D sections of flooring linked by ropes. This isn't to say 
it's a bad idea or was a bad game, just that perhaps this is the way that we 
should be thinking of audio games, not trying to replicate the mainstream 
mechanics from years ago, but trying to actually think what is possible in 
audio and how that could be enhanced and dealt with in an efficient way.


?

I say this coming from playing a round of the new audio defense game. this 
fundamentally doesn't add a lot of new audio techniques to the mix, it's at 
rock bottom a targiting arcade shooter, indeed even though the subject 
matter and setting are absolutely different, it's a space invaders game. The 
difference however is how the audio has been employed. Firstly, there are 
several hazards and tricks just! for audio, like the way Doctor Bastard, the 
host of the evil zombie game show, will occasionally drop extra loud sound 
sorces on the arena, or that if you blow up a farty zombie too close to you 
it'll set your ears ringing. There are also the whisper zombies who 
specifically sound quieter than other types, get close and then attack at 
super fst speed. As well as all this, instead of simply pressing buttons or 
even swiping, your interacting with the game by physically turning your body 
to face the zombies in real time! this makes for a major change in the way 
the game works, and is quite an addictive and atmospheric mechanic, even if 
not much is added too.


?

Thus, I think perhaps instead of saying I want audio metroid, or audio 
marrio, or audio ff7, or audio team fortress we should be saying so what 
cn audio do that is different and produces a fun gaming experience


?

For example, none of the audio 1D side scroller games we've seen thus far 
have employed changes in the character's movement speed, or the sound of 
his/her footsteps. Superliam came closest with the water fans that made a 
sound but had no foot barrier, and the holes that had a step indicator but 
no sound.


?

In the same way, why do so many enemies in audio games (either fps style or 
side scrollers), immediately attack? wouldn't it be more fun if enemies, 
like X1's gun, charged up.


?

This isn't to say that mechanics like creating mazes out of ropes or stairs 
are a bad idea, or that having 3D pits or similar traps to jump like 
Kirtwolf or Monkey business did shouldn't be tried, heck, I'm all for 
experimentation and I freely admit I've been wrong in the past on what I 
thought was or was not possible in audio so if someone has a great idea for 
replicating some vertical movement mechanics,  awsome go for it!


?

I just wonder if this idea of we want to replicatee as much mainstream 
mechanics as possible is really such a good attitude in game design for 
audio games, rather than saying We want to look at mechanics that make a 
fun game and challenge the player in interesting and addictive ways


?

Thus, I tend to think the fact that nobody in an audio side scroller thus 
far (even a 1D one), has had relativistic accelleration for the character 
and compitantly different monster speeds is a much more serious issue and 
one that requires more thought than how to create full 

Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Thomas Ward
Hello Ishan,

Honestly, I don't think there has been any dramatic progress in audio
games for the last ten to fifteen years. From a purely technical
perspective they seem to be more or less the same.

For example, you mentioned Shades of Doom. It was written in Visual
Basic 6, used DirectX 8, and though both technologies are deprecated
Shades of Doom 2.0 is still using the same basic technologies it was
using in 2001. That's fine where backwards compatibility is concerned
but I do have my concerns for the product long term now that both
Visual Basic and DirectX 8 are on there way out of use by mainstream
developers, and backwards compatibility is completely dependant on how
long Microsoft will maintain support in future versions of the OS.

Technological discussions aside I can also fault Shades of Doom of not
really progressing much beyond the initial concept. By that I mean it
still operates in a 2d game world with the ability to go north, south,
east, or west but there is no 3d component of being able to move up or
down such as climb ladders or staircases. This in my opinion is a bit
of a drawback since many FPS games in the mainstream allow full 3d
movement in the game world and Shades of Doom, as good as it is, still
hasn't even began to explore more 3d aspects like that.

Similarly there is no new content in version 2.0. No new monsters, no
new levels, and I haven't even purchased 2.0 because I felt there was
nothing new to really justify a purchase at this time.

That said, I do think Jeremy Kaldobsky has pushed the FPS technology a
lot further in Swamp by offering network game play and built-in mouse
control etc. Swamp is far closer to a modern mainstream title than is
Shades of Doom, and naturally I had hoped to see games like Shades of
Doom try and incorporate features found in Swamp. However, it hasn't
so it feels like most of the classic audio games are stagnant and are
falling behind when there are clearly a few examples of audio games
that are trying to push the technical envelope some.

If I had to name an audio game developed in the last ten years that
has really pushed audio gaming forward is Entombed. From a purely
technical aspect Jason wrote it in C#, is using XNA for input/audio,
and hopefully should be fairly future proof in terms of long term
support goes. However, technical aspects aside it is a great game. It
is really the first roguelike style game that is 100% accessible, and
features a combat system that is much more than the hear it hit it
style combat so many audio games have. All of the bosses require some
strategy and planning to defeat, and even then chances of winning are
tough odds. It is too bad that Entombed is one of the few games with
that much depth.

In any case the bottom line is the majority of audio games have not
progressed. They are more or less the same sorts of selections we had
ten years ago with a few exceptions like Entombed. It would be nice if
we could move forward, have a greater variety of audio games, but I'm
not sure that is going to happen.

Cheers!


On 10/27/14, ishan dhami ishan1dha...@gmail.com wrote:
 Hi friends!
 Today technology is flying and audio games are touching their new hights.
 So Have you compaired an old audio game with the latest?
 for example shades of doom was firstly released in 2001 and now the
 latest version is available so what do you think about these three
 updates.
 There are various examples that we can compare.
 Thanks
 Ishan

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Josh k

you are forgetting tacticle battle audio game.

On 10/29/2014 1:21 PM, Thomas Ward wrote:

Hello Ishan,

Honestly, I don't think there has been any dramatic progress in audio
games for the last ten to fifteen years. From a purely technical
perspective they seem to be more or less the same.

For example, you mentioned Shades of Doom. It was written in Visual
Basic 6, used DirectX 8, and though both technologies are deprecated
Shades of Doom 2.0 is still using the same basic technologies it was
using in 2001. That's fine where backwards compatibility is concerned
but I do have my concerns for the product long term now that both
Visual Basic and DirectX 8 are on there way out of use by mainstream
developers, and backwards compatibility is completely dependant on how
long Microsoft will maintain support in future versions of the OS.

Technological discussions aside I can also fault Shades of Doom of not
really progressing much beyond the initial concept. By that I mean it
still operates in a 2d game world with the ability to go north, south,
east, or west but there is no 3d component of being able to move up or
down such as climb ladders or staircases. This in my opinion is a bit
of a drawback since many FPS games in the mainstream allow full 3d
movement in the game world and Shades of Doom, as good as it is, still
hasn't even began to explore more 3d aspects like that.

Similarly there is no new content in version 2.0. No new monsters, no
new levels, and I haven't even purchased 2.0 because I felt there was
nothing new to really justify a purchase at this time.

That said, I do think Jeremy Kaldobsky has pushed the FPS technology a
lot further in Swamp by offering network game play and built-in mouse
control etc. Swamp is far closer to a modern mainstream title than is
Shades of Doom, and naturally I had hoped to see games like Shades of
Doom try and incorporate features found in Swamp. However, it hasn't
so it feels like most of the classic audio games are stagnant and are
falling behind when there are clearly a few examples of audio games
that are trying to push the technical envelope some.

If I had to name an audio game developed in the last ten years that
has really pushed audio gaming forward is Entombed. From a purely
technical aspect Jason wrote it in C#, is using XNA for input/audio,
and hopefully should be fairly future proof in terms of long term
support goes. However, technical aspects aside it is a great game. It
is really the first roguelike style game that is 100% accessible, and
features a combat system that is much more than the hear it hit it
style combat so many audio games have. All of the bosses require some
strategy and planning to defeat, and even then chances of winning are
tough odds. It is too bad that Entombed is one of the few games with
that much depth.

In any case the bottom line is the majority of audio games have not
progressed. They are more or less the same sorts of selections we had
ten years ago with a few exceptions like Entombed. It would be nice if
we could move forward, have a greater variety of audio games, but I'm
not sure that is going to happen.

Cheers!


On 10/27/14, ishan dhami ishan1dha...@gmail.com wrote:

Hi friends!
Today technology is flying and audio games are touching their new hights.
So Have you compaired an old audio game with the latest?
for example shades of doom was firstly released in 2001 and now the
latest version is available so what do you think about these three
updates.
There are various examples that we can compare.
Thanks
Ishan

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread shaun everiss
hmmm yes I have, I prefur the 3d effects on shades of doom 1 than 
what is done in 2.
However you need alcahol to play that and the only real way to get 
that is to get something like an sb play soundcard which has its own 
issues which is why I don't play that card all the time.
look at technology.jaredrimer.net and smeveriss.wordpress.com for the 
issues, but that card is a  cheapish card that doesn't shield against 
noise well ie bumps or if its plugged in a hub close to a fan if that 
is not removed you get the fan's noise.
The card at fullp power is to loud for headphones but at the 20-40% 
used for phones is crappy with big speakers.
I am not sure what the specs are but at least on my i5 duel I know 
that the drivers may cause some games especially those using the 
freesl engine in realitygaming's titles to not work as well and there 
are other issues.
Also is the fact that apart from the control panel for it and alcahol 
itself most things including registration and autoupdate will need 
help and the source recorder is completely a no go situation as far 
as access goes.
Its good for music, but I have not bothered as yet to really game on 
it as such.


At 05:05 a.m. 28/10/2014, you wrote:

Hi friends!
Today technology is flying and audio games are touching their new hights.
So Have you compaired an old audio game with the latest?
for example shades of doom was firstly released in 2001 and now the
latest version is available so what do you think about these three
updates.
There are various examples that we can compare.
Thanks
Ishan

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Thomas Ward
Hi Josh,

No, I hadn't forgotten about Tactical Battle. I simply didn't mention
it since I didn't have the time or energy to discuss the pros and cons
of every audio game out there. Plus I honestly don't see anything
special about Tactical Battle. The game is okay, but in my opinion it
is sort of so/so.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 you are forgetting tacticle battle audio game.


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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread dark

Hi Tom.

Technical discussions aside, I confess I disagree on the lack of audio game 
progress in design terms. While you might be correct on shades of doom, 
Shades of doom is hardly the cutting edge of audio games these days.


Swamp features as you said major changes in fps technology, and some of 
these are seen in other titles like road to rage. While Adventure at C: 
didn't do anything new in mechanics terms, level creation and rpg style 
stats are certainly a step forward for side scrollers. Paladin of the skies 
is the first attempt at a full scale console rpg. While I still feel it's a 
work in progress, the progress definitely is being made.


In resource management and stratogy we have seen some major changes, Time of 
conflict (who's 2.0 version was a distinct upgrade), Lunimals, Castaways, 
traders of known space and most recently Park boss and possibly Pizza 
delivery  too.


Look at Ticonblu. Multiplatform titles pumped out like nobody's business, 
trying different experimental ways with audio, maze game in inquisitor's 
heartbeat, object location in noire, analogue steering with stats in 
audiospeed. Some of these experiments have been less successful than others, 
but I do very much admire the Ticonblu crew for their willingness to try, 
indeed I shal be recommending to 7-128 that they get a spot on the top 25 
audio game devs list for next year.


Then there is the hole Ios market which has even reinvigorated many basic 
game types such as the usual arcade title by including analogue elements, 
for example Nebula and sixth sense, not to mention atmospheric adventures, 
interactive audio dramas and the like.


Another highly interesting development I've noticed is that more sighted 
developers are getting involved with audiogames now, not just for access 
reasons, but for actual possibilities of audio as a representative medium 
for game development. Somethinelse, Evildog (the chap who made blind 
swordsman), heck we got another one on the audiogames.net forum just last 
night trying to design a full speaking interface for their mudlike online 
game.


While Audiogames  are still well behind the independent graphical games in 
many ways, (imho they should not be compared to mainstream games), and while 
some inherent design issues with the audio medium such as the inability to 
show vertical elements are still beyond what has been done, I think it's a 
mistake to claime no development has happened for the last 10-15 years, 
sinse for the 8 years I've been involved with audiogames myself I've noticed 
major upgrades and changes.


yes, we still have the reaction based games, and the practice games, but 
where as back in 2006 when I first was trying out audiogames shades and Gma 
tank commander were probably the most complex and compelling pure audiogames 
at that point, now there are lots more developers pushing things further, 
heck even in the basic arcade genre things have progressed too. Indeed I 
find it interesting that where back in 2006 a basic continuous left right 
sterrio targit affair or a number guessing game would be regarded as an 
important new release, now such are regarded as practice games, or teabreak 
games and not usually serious enough to warrent major attention from the 
community.


So Tom, I'm afraid I have to very much disagree with your statement about 
audiogames standing still, sinse that is certainly not the experience I have 
when I compare the state of audiogames now to what it was 8, 6, or even 4 
years ago.


BEware the grue!

Dark. 



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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread dark

Hi Tom.

tactical battle is more the possibility of the engine than the initial game 
maps.


I confess I've not played the game hugely, ut I do get the impression some 
people have done some pretty astounding things with it.


Beware the grue!

Dark. 



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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Josh k

and don't forget tacticle battle and all its map packs.

On 10/29/2014 5:32 PM, dark wrote:

Hi Tom.

Technical discussions aside, I confess I disagree on the lack of audio 
game progress in design terms. While you might be correct on shades of 
doom, Shades of doom is hardly the cutting edge of audio games these 
days.


Swamp features as you said major changes in fps technology, and some 
of these are seen in other titles like road to rage. While Adventure 
at C: didn't do anything new in mechanics terms, level creation and 
rpg style stats are certainly a step forward for side scrollers. 
Paladin of the skies is the first attempt at a full scale console rpg. 
While I still feel it's a work in progress, the progress definitely is 
being made.


In resource management and stratogy we have seen some major changes, 
Time of conflict (who's 2.0 version was a distinct upgrade), Lunimals, 
Castaways, traders of known space and most recently Park boss and 
possibly Pizza delivery  too.


Look at Ticonblu. Multiplatform titles pumped out like nobody's 
business, trying different experimental ways with audio, maze game in 
inquisitor's heartbeat, object location in noire, analogue steering 
with stats in audiospeed. Some of these experiments have been less 
successful than others, but I do very much admire the Ticonblu crew 
for their willingness to try, indeed I shal be recommending to 7-128 
that they get a spot on the top 25 audio game devs list for next year.


Then there is the hole Ios market which has even reinvigorated many 
basic game types such as the usual arcade title by including analogue 
elements, for example Nebula and sixth sense, not to mention 
atmospheric adventures, interactive audio dramas and the like.


Another highly interesting development I've noticed is that more 
sighted developers are getting involved with audiogames now, not just 
for access reasons, but for actual possibilities of audio as a 
representative medium for game development. Somethinelse, Evildog (the 
chap who made blind swordsman), heck we got another one on the 
audiogames.net forum just last night trying to design a full speaking 
interface for their mudlike online game.


While Audiogames  are still well behind the independent graphical 
games in many ways, (imho they should not be compared to mainstream 
games), and while some inherent design issues with the audio medium 
such as the inability to show vertical elements are still beyond what 
has been done, I think it's a mistake to claime no development has 
happened for the last 10-15 years, sinse for the 8 years I've been 
involved with audiogames myself I've noticed major upgrades and changes.


yes, we still have the reaction based games, and the practice games, 
but where as back in 2006 when I first was trying out audiogames 
shades and Gma tank commander were probably the most complex and 
compelling pure audiogames at that point, now there are lots more 
developers pushing things further, heck even in the basic arcade genre 
things have progressed too. Indeed I find it interesting that where 
back in 2006 a basic continuous left right sterrio targit affair or a 
number guessing game would be regarded as an important new release, 
now such are regarded as practice games, or teabreak games and not 
usually serious enough to warrent major attention from the community.


So Tom, I'm afraid I have to very much disagree with your statement 
about audiogames standing still, sinse that is certainly not the 
experience I have when I compare the state of audiogames now to what 
it was 8, 6, or even 4 years ago.


BEware the grue!

Dark.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Josh k

oh yes they sure have! go get it and try some map packs!

On 10/29/2014 5:34 PM, dark wrote:

Hi Tom.

tactical battle is more the possibility of the engine than the initial 
game maps.


I confess I've not played the game hugely, ut I do get the impression 
some people have done some pretty astounding things with it.


Beware the grue!

Dark.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Thomas Ward
Hi Dark,

I confess I haven't played much with Tactical Battle either. I
basically played some of the sample maps, found it sort of blah, and
gave it a pass. I have heard there are some good maps available for
the game, but I've been too busy with personal issues to give any of
those a go. So my opinions should be as reflecting the sample maps etc
rather than the game as a whole as I haven't had a great deal of
experience with it personally to give it the benefit of a qualified
opinion.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 tactical battle is more the possibility of the engine than the initial game

 maps.

 I confess I've not played the game hugely, ut I do get the impression some
 people have done some pretty astounding things with it.

 Beware the grue!

 Dark.


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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Thomas Ward
Hi Dark,

I know Shades of Doom is not cutting edge. However, keep in mind Ishan
brought it up and was I believe trying to show how far audio games
like Shades of Doom have advanced and my point was to show him as far
as games like Shades of Doom are concerned nothing has changed very
much compared to other games like Entombed or Swamp. I think my
meaning got a little lost in the discussion there and you have
inferred a different meaning than was intended.

As far as over all advancement in audio games I agree with your points
as they are valid. Time of Conflict 2.0 is in deed a very
revolutionary game, and takes audio gaming to new levels in terms of
the strategy genre. It is most definitely a far cry more advanced than
anything that was available ten to fifteen years ago.

As far as something like Park Boss goes its definitely something new
for the audio games community, but to me it is more unique than
revolutionary. I don't want to say anything bad about it, but while I
thought the game was okay but after playing it a while it was a bit
too simplistic for my liking. There were many aspects where I thought
the game could stand a few improvements. However, it is after all only
a first release so I don't want to be too overly critical of it.

As for Pizza Delivery its a decent game in concept, but its not one of
my favorites. It reminds me more of a board game than any thing else
with telling your driver to go forward, left, right, and the speed
which is a lot like moving a game piece on a board than driving a
scooter around town delivering pizzas. I'd personally prefer to hold
down an arrow key and sort of drive around town than the select
direction and speed from a menu. I guess what I'm saying while I think
the game is okay it feels too much like the board games we have always
had with a different story, sounds, and so on.

As far as Ticonblu goes I haven't tried any of their games yet. I
haven't had much cash lately to experiment with so haven't had money
to try any of their titles. So obviously that is why I wouldn't
necessarily put them in my comparison of new and old games.

Same goes with the iOS market. I don't own an iPhone so haven't tried
any of the games available for it. So can't comment as to how good or
unique the games are since I have no experience with them.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:
 Hi Tom.

 Technical discussions aside, I confess I disagree on the lack of audio game

 progress in design terms. While you might be correct on shades of doom,
 Shades of doom is hardly the cutting edge of audio games these days.

 Swamp features as you said major changes in fps technology, and some of
 these are seen in other titles like road to rage. While Adventure at C:
 didn't do anything new in mechanics terms, level creation and rpg style
 stats are certainly a step forward for side scrollers. Paladin of the skies

 is the first attempt at a full scale console rpg. While I still feel it's a

 work in progress, the progress definitely is being made.

 In resource management and stratogy we have seen some major changes, Time of

 conflict (who's 2.0 version was a distinct upgrade), Lunimals, Castaways,
 traders of known space and most recently Park boss and possibly Pizza
 delivery  too.

 Look at Ticonblu. Multiplatform titles pumped out like nobody's business,
 trying different experimental ways with audio, maze game in inquisitor's
 heartbeat, object location in noire, analogue steering with stats in
 audiospeed. Some of these experiments have been less successful than others,

 but I do very much admire the Ticonblu crew for their willingness to try,
 indeed I shal be recommending to 7-128 that they get a spot on the top 25
 audio game devs list for next year.

 Then there is the hole Ios market which has even reinvigorated many basic
 game types such as the usual arcade title by including analogue elements,
 for example Nebula and sixth sense, not to mention atmospheric adventures,
 interactive audio dramas and the like.

 Another highly interesting development I've noticed is that more sighted
 developers are getting involved with audiogames now, not just for access
 reasons, but for actual possibilities of audio as a representative medium
 for game development. Somethinelse, Evildog (the chap who made blind
 swordsman), heck we got another one on the audiogames.net forum just last
 night trying to design a full speaking interface for their mudlike online
 game.

 While Audiogames  are still well behind the independent graphical games in
 many ways, (imho they should not be compared to mainstream games), and while

 some inherent design issues with the audio medium such as the inability to
 show vertical elements are still beyond what has been done, I think it's a
 mistake to claime no development has happened for the last 10-15 years,
 sinse for the 8 years I've been involved with audiogames myself I've noticed

 major upgrades and changes.

 yes, we still have the 

Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Thomas Ward
Hi Josh,

While I have briefly played around with Tactical Battle I have not yet
had time to look at any of the map packs. So any opinions I might
voice currently would be based exclusively on the sample maps etc that
comes with the stock game not the extra downloads of map packs and so
forth.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 and don't forget tacticle battle and all its map packs.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Josh k
try star wars star trek and age of warlords and you'll change your mind 
quickly about tacticle battle!


On 10/29/2014 6:02 PM, Thomas Ward wrote:

Hi Dark,

I confess I haven't played much with Tactical Battle either. I
basically played some of the sample maps, found it sort of blah, and
gave it a pass. I have heard there are some good maps available for
the game, but I've been too busy with personal issues to give any of
those a go. So my opinions should be as reflecting the sample maps etc
rather than the game as a whole as I haven't had a great deal of
experience with it personally to give it the benefit of a qualified
opinion.

Cheers!


On 10/29/14, dark d...@xgam.org wrote:

Hi Tom.

tactical battle is more the possibility of the engine than the initial game

maps.

I confess I've not played the game hugely, ut I do get the impression some
people have done some pretty astounding things with it.

Beware the grue!

Dark.


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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Thomas Ward
Hello Josh,

Where does one go to get the map packs etc that you mentioned?

Thanks.


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:
 try star wars star trek and age of warlords and you'll change your mind
 quickly about tacticle battle!

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Josh k
don't base your opinion on sample map packs they are just it samples. 
the good ones are star wars and star trek and age of warlords and others.


On 10/29/2014 6:05 PM, Thomas Ward wrote:

Hi Josh,

While I have briefly played around with Tactical Battle I have not yet
had time to look at any of the map packs. So any opinions I might
voice currently would be based exclusively on the sample maps etc that
comes with the stock game not the extra downloads of map packs and so
forth.

Cheers!


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:

and don't forget tacticle battle and all its map packs.

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Re: [Audyssey] compairison between latest and old audio games.

2014-10-29 Thread Josh k
download tacticle battle then go into the game then arrow to download 
map packs and hit enter. its easy.


On 10/29/2014 6:47 PM, Thomas Ward wrote:

Hello Josh,

Where does one go to get the map packs etc that you mentioned?

Thanks.


On 10/29/14, Josh k joshknnd1...@gmail.com wrote:

try star wars star trek and age of warlords and you'll change your mind
quickly about tacticle battle!

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[Audyssey] compairison between latest and old audio games.

2014-10-28 Thread ishan dhami
Hi friends!
Today technology is flying and audio games are touching their new hights.
So Have you compaired an old audio game with the latest?
for example shades of doom was firstly released in 2001 and now the
latest version is available so what do you think about these three
updates.
There are various examples that we can compare.
Thanks
Ishan

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