Re: [Audyssey] Eamon delux news and thoughts

2012-01-16 Thread dark

Hi Decota.

As I said, I personally don't really play If anymore sinse I just got rather 
sick of getting stuck with exactly those sorts of issues. Even when there is 
a commands command, it's not always clear, and in fact use/put is one of the 
worst problems.


The Eamon games though have a very limited set of commands. All item 
interactions are handled by basic use or examine commands, which speeds 
things up know end.


For example, while testing one eamon adventure I found a bottle of gunpouder 
and a flint and steel. There was a bricked up door I needed to enter so the 
solution was pretty obvious.


Simply use bottle, with the flint in my inventory did the job perfectl. no 
worries even about using what on what.


This is indeed why I'm very much in favour of a limited parza of verbs in 
such puzzles, sinse then the player only has to frame what he/she wants to 
do in terms of using something with something else, not finding the right 
verb or exactly the command that the if author wants.


in fact the only irritating thing about the Eamon parza is that it doesn't 
recognize a lot of text adventure conventions. For example, though you can 
shorten commands to one or two letters, and type in only a few letters of 
the name of the monster or thing your acting on,  eg, a zo instead of 
attack zombie, for examine you need to use e x or e x a instead of the more 
usual x.


You also need to use the terms to and from when doing multiple object 
opperations, for instance remove gold from box.(though you can abbreviate 
from to fr).


Once I got used to working this way though it wasn't a problem at all!

Beware te grue!

Dark. 



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Re: [Audyssey] Eamon delux news and thoughts

2012-01-16 Thread dark

Hi Decota.

The current downloadable is the old one. The new version (with vi 
compatibility mode), is in beta testing and will hopefully be out 
soon, - obviously muggins is one of the testers.


The version on audiogames.net requires quite a lot of shenanigans to get to 
run correctly, (see the attached thread on that page for information), which 
are some of the things that are being fixed in the new version, as well as a 
lot of general stablization and adding all! the original Eamon adventures as 
well as some new ones.
Your welcome to try the original sinse running it is possible, but the new 
version should be out extremely soon.
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 12:50 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Oh darn. I forgot one more question.
Is the downloadable on Audiogames.net the new one or the old one?

Signed:
Dakotah Rickard

On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:

Wow, guys. I'm sorry for the blank message. How's that for
spell-check. No mistakes.

Also, I think it's funny and ironic that we're talking of spelling
while also discussing text adventures.

Anyhow, on to something more serious. I played Miriani at one point,
and one of the most useful commands that I saw on the entire game was
the commands command. This command listed all commands for a given
object. I suggest this is implemented, if the verb list contains any
more than just a few simple verbs.
I love interactive fiction stuff, but one of my most frustrating times
of it is when I know the answer, but I can't make it happen, because
of use versus put versus, in one memorable case, just examining the
item to trigger an action.

Signed:
Dakotah Rickard

On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:

On 1/9/12, Jim Kitchen j...@kitchensinc.net wrote:

Hi Dark,

Not to pile on, but, ATT Crystal reads my Email and she will often
spell
words that are miss spelled, you know such as stil instead of still.
And
puzle sure gets pronounced strangely.  But that spelling words in the
middle
of reading is disturbing.

But you are by no means the only major poster on the list that doesn't
use
a
spell checker.

BFN

 Jim

I wouldn't even write Email without a spell checker.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Eamon delux news and thoughts

2012-01-15 Thread Dakotah Rickard
On 1/9/12, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Dark,

 Not to pile on, but, ATT Crystal reads my Email and she will often spell
 words that are miss spelled, you know such as stil instead of still.  And
 puzle sure gets pronounced strangely.  But that spelling words in the middle
 of reading is disturbing.

 But you are by no means the only major poster on the list that doesn't use a
 spell checker.

 BFN

  Jim

 I wouldn't even write Email without a spell checker.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] Eamon delux news and thoughts

2012-01-15 Thread Dakotah Rickard
Wow, guys. I'm sorry for the blank message. How's that for
spell-check. No mistakes.

Also, I think it's funny and ironic that we're talking of spelling
while also discussing text adventures.

Anyhow, on to something more serious. I played Miriani at one point,
and one of the most useful commands that I saw on the entire game was
the commands command. This command listed all commands for a given
object. I suggest this is implemented, if the verb list contains any
more than just a few simple verbs.
I love interactive fiction stuff, but one of my most frustrating times
of it is when I know the answer, but I can't make it happen, because
of use versus put versus, in one memorable case, just examining the
item to trigger an action.

Signed:
Dakotah Rickard

On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 On 1/9/12, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Dark,

 Not to pile on, but, ATT Crystal reads my Email and she will often spell
 words that are miss spelled, you know such as stil instead of still.  And
 puzle sure gets pronounced strangely.  But that spelling words in the
 middle
 of reading is disturbing.

 But you are by no means the only major poster on the list that doesn't use
 a
 spell checker.

 BFN

  Jim

 I wouldn't even write Email without a spell checker.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
 ---
 Gamers mailing list __ Gamers@audyssey.org
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 gamers-unsubscr...@audyssey.org.
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 list,
 please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Eamon delux news and thoughts

2012-01-15 Thread Dakotah Rickard
Oh darn. I forgot one more question.
Is the downloadable on Audiogames.net the new one or the old one?

Signed:
Dakotah Rickard

On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 Wow, guys. I'm sorry for the blank message. How's that for
 spell-check. No mistakes.

 Also, I think it's funny and ironic that we're talking of spelling
 while also discussing text adventures.

 Anyhow, on to something more serious. I played Miriani at one point,
 and one of the most useful commands that I saw on the entire game was
 the commands command. This command listed all commands for a given
 object. I suggest this is implemented, if the verb list contains any
 more than just a few simple verbs.
 I love interactive fiction stuff, but one of my most frustrating times
 of it is when I know the answer, but I can't make it happen, because
 of use versus put versus, in one memorable case, just examining the
 item to trigger an action.

 Signed:
 Dakotah Rickard

 On 1/15/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 On 1/9/12, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Dark,

 Not to pile on, but, ATT Crystal reads my Email and she will often
 spell
 words that are miss spelled, you know such as stil instead of still.
 And
 puzle sure gets pronounced strangely.  But that spelling words in the
 middle
 of reading is disturbing.

 But you are by no means the only major poster on the list that doesn't
 use
 a
 spell checker.

 BFN

  Jim

 I wouldn't even write Email without a spell checker.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
 ---
 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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.




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Re: [Audyssey] Eamon delux news and thoughts

2012-01-09 Thread Jim Kitchen

Hi Dark,

Not to pile on, but, ATT Crystal reads my Email and she will often spell words 
that are miss spelled, you know such as stil instead of still.  And puzle sure gets 
pronounced strangely.  But that spelling words in the middle of reading is 
disturbing.

But you are by no means the only major poster on the list that doesn't use a 
spell checker.

BFN

Jim

I wouldn't even write Email without a spell checker.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Charles Rivard
There are 2 z's in puzzle!  It's a shame that you write such informative 
posts and then continually blow it with this irritation.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 12:05 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Tom.

I'm actually much more a fan of limited commands in these cases. As I've 
said before, interactive fiction was something I played a great deal of at 
one point, but don't tend to anymore sinse for every really good game I 
found I found four or five more that just got frustrating, either because 
the puzzles were utterly illogical, or required some very weerd verbs.


For instance, suppose you find a gun and a silencer, what is the command.

put silencer on gun?, use silencer with gun?, silence gun?, Screw 
silencer onto gun? Screw silencer onto barrel


there are so many different ways of saying the same thing, yet if you get 
the wrong one, the game just won't react. However simply having a use x 
with x parza, there's no question with what you need to do.


Also, the fewer verbs there are in the parza, the more obscure the puzles 
can be sinse more limited your choice of actions, the more likely you are 
to hit upon the right one.


For example, the game Broken sword which was one of those point and click 
graphic adventures like Monkey island, so had limted verbs, had one puzzle 
where you had to climb a haystack.


one item you had at the time was a large sewer key a couple of feet long. 
in an if game you could've spent ages mucking about with commands, but in 
Broken sword simply using the key with the haystack let you push it into 
the hay half way up and use it as a step to climb.


This is just what I mean.

then, having combat in a game gives you a way to interact with your 
environment and have some fun as well.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 2:01 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Dark,

This does sound good. Those games are quite addictive as simple as
they are, and I think it is the simplicity that makes them so
enjoyable.

As you pointed out with a lot of text adventures, especially
interactive fiction, its often a case of guess the verb or difficult
puzzle elements that turns people off playing it. However, text
adventures as you've seen don't have to be that way. If and when I do
my RPG I agree that keeping the commands simple stupid is the best
practice.

Its hard to go wrong with commands like put, take, use, wear, equip,
etc. if you stick to a few basic commands people can generally go from
there. I've even thought that adding a Dos style menu where you simply
press a number for the selection is even easier yet.

On 1/7/12, dark d...@xgam.org wrote:

Hi everyone.

Today I've been testing some of the beta versions for the new eamon 
delux

with it's vi compatibility mode.

it's going very well, all the irritations with display are totally gone 
so

that it just displays like any console window dos application, and the
developer has completely altered several menues so that now they all 
have

numbers to press, for instance in the character editer to alter your
characters' hardiness you now just hit one and then type the new number 
just

like those number driven choices in dos programs.

Also, the developer is doing a lot of very nice extra work in the vi 
mode,

such as writing in text descriptions of graphics, and with more of a
campeigne mode to be added where you can actually use that gold from
adventures to buy improvement for your character (rather than having to
cheat with the editer), this is looking like it'll be awsome.

Oh and yes, he's also making the dungeon designer accessible too in case
anyone would like to write their own eamon games.

So, today i've been playing all the beginner eamon delux adventures and
having thoughts.

As beginner adventures these are not complicated in the least, go into
location, slaughter your way through and grab the loot to take back to 
the

main hall to sell for dosh.

what is surprising me is how addictive these are, and how just a few 
lines

of description and a very simple system can create an immersive game.

The parza is fairly unsophisticated, indeed the only item manipulation
commands are put, remove, wear and use, so puzles tend to be a matter of
looking in the room description and searching objects for other objects.

the combat is equally simple, but at the same time has enough in for
variation. Five basic types of weapons with your character gaining
experience in them as they use them, a heal, damage, and speed spell 
with

again limited chance of use, and the chance to have your charisma affect
your dealings with npcs, meaning they either ignore, fight

Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread dark

And really charles does this matter?

On the occasions when I write something formal I can spellcheck it, but that 
takes far too much time to do every E-mail.


As long as it's readable, what is the difference?

With orphius puzle and puzzle come out the same anyway, which is probably 
why i don't correct it as I type, but why does it make such a huge 
difference?


Beware the grue!

dark.
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 2:47 PM
Subject: Re: [Audyssey] Eamon delux news and thoughts


There are 2 z's in puzzle!  It's a shame that you write such informative 
posts and then continually blow it with this irritation.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 12:05 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Tom.

I'm actually much more a fan of limited commands in these cases. As I've 
said before, interactive fiction was something I played a great deal of 
at one point, but don't tend to anymore sinse for every really good game 
I found I found four or five more that just got frustrating, either 
because the puzzles were utterly illogical, or required some very weerd 
verbs.


For instance, suppose you find a gun and a silencer, what is the command.

put silencer on gun?, use silencer with gun?, silence gun?, Screw 
silencer onto gun? Screw silencer onto barrel


there are so many different ways of saying the same thing, yet if you get 
the wrong one, the game just won't react. However simply having a use x 
with x parza, there's no question with what you need to do.


Also, the fewer verbs there are in the parza, the more obscure the puzles 
can be sinse more limited your choice of actions, the more likely you are 
to hit upon the right one.


For example, the game Broken sword which was one of those point and click 
graphic adventures like Monkey island, so had limted verbs, had one 
puzzle where you had to climb a haystack.


one item you had at the time was a large sewer key a couple of feet long. 
in an if game you could've spent ages mucking about with commands, but in 
Broken sword simply using the key with the haystack let you push it into 
the hay half way up and use it as a step to climb.


This is just what I mean.

then, having combat in a game gives you a way to interact with your 
environment and have some fun as well.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 2:01 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Dark,

This does sound good. Those games are quite addictive as simple as
they are, and I think it is the simplicity that makes them so
enjoyable.

As you pointed out with a lot of text adventures, especially
interactive fiction, its often a case of guess the verb or difficult
puzzle elements that turns people off playing it. However, text
adventures as you've seen don't have to be that way. If and when I do
my RPG I agree that keeping the commands simple stupid is the best
practice.

Its hard to go wrong with commands like put, take, use, wear, equip,
etc. if you stick to a few basic commands people can generally go from
there. I've even thought that adding a Dos style menu where you simply
press a number for the selection is even easier yet.

On 1/7/12, dark d...@xgam.org wrote:

Hi everyone.

Today I've been testing some of the beta versions for the new eamon 
delux

with it's vi compatibility mode.

it's going very well, all the irritations with display are totally gone 
so

that it just displays like any console window dos application, and the
developer has completely altered several menues so that now they all 
have

numbers to press, for instance in the character editer to alter your
characters' hardiness you now just hit one and then type the new number 
just

like those number driven choices in dos programs.

Also, the developer is doing a lot of very nice extra work in the vi 
mode,

such as writing in text descriptions of graphics, and with more of a
campeigne mode to be added where you can actually use that gold from
adventures to buy improvement for your character (rather than having to
cheat with the editer), this is looking like it'll be awsome.

Oh and yes, he's also making the dungeon designer accessible too in 
case

anyone would like to write their own eamon games.

So, today i've been playing all the beginner eamon delux adventures and
having thoughts.

As beginner adventures these are not complicated in the least, go into
location, slaughter your way through and grab the loot to take back to 
the

main hall to sell for dosh.

what is surprising me is how addictive these are, and how just a few 
lines

of description and a very

Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Thomas Ward
Hi Dark,

Well, for those of us using a different synth like Eloquence it can
make a big difference when reading messages. For example if you spell
puzzle  p u z  l e instead of p u z z l e Eloquence will prenounce it
like poozzle. It almost sounds like poodle, the type of dog, only with
a z sound rather than puzzle. That's why I'm sure Charles is making an
issue of it. It can be a bit annoying to listen to e-mails with
spelling errors as Jaws, Window-Eyes, Orca, and any other screen
reader that uses Eloquence will not say the words correctly if they
are misspelled like this. That is why I feel some proofreading is good
for VI readers as well as sighted readers because you can be assured
the synth on your audiences computer will read it correctly.

I guess all I am saying here is it is considered good list etiquette
to spell check and proofread what you type so it is more readable.
Just because synth a says it correctly doesn't necessarily mean synth
b will likewise say it correctly if it is misspelled. Therefore a
little effort towards proofreading is considered an act of good list
etiquette by some listers.

HTH


On 1/8/12, dark d...@xgam.org wrote:
 And really charles does this matter?

 On the occasions when I write something formal I can spellcheck it, but that
 takes far too much time to do every E-mail.

 As long as it's readable, what is the difference?

 With orphius puzle and puzzle come out the same anyway, which is probably
 why i don't correct it as I type, but why does it make such a huge
 difference?

 Beware the grue!

 dark.

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Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Thomas Ward
Hi Dark,

Yeah, I know exactly what you mean. If there is only one way to
combine items like use silencer with gun then it would make any RPG
or interactive fiction title easier to manage. Which is why when I get
to writing my own RPG game I want to keep it simple as possible to
avoid that guess the verb confusion.

Of course, its not just  guessing the verb that can be problematic. I
know a lot of VI users have difficulty with spelling. As you don't
necessarily have a spell checker on hand so they either have to
constantly review the screen for correct spellings of things, or they
have to alt+tab into Word and spell check something to get the correct
command. A good example of this is a friend of mine who lives in
Florida.

In my friend's case he was unfortunately born with a mental disorder
that causes him considerable difficulty with basic fonix. That is to
say he has troubles associating sounds with letters. If it weren't for
technologies like Dragon Naturally Speaking he couldn't compose an
e-mail because he'd spell things so poorly that not even the spell
checker in Live Mail can sort it out. In an extreme case like that,
where there are some mental issues involved too, there should be some
alternative method of performing actions besides typing long command
strings.

Basically, I've come to my own conclusions, and agree with you that
the basic interactive fiction/text adventure input method does need to
be simplified without compromising the game play. While I love text
adventures in the main some of the puzzles are beyond me. I have to
look up solutions in some cases because the author made it too complex
to figure out or used some complex command string that wasn't obvious
or particularly logical.

Cheers!


On 1/8/12, dark d...@xgam.org wrote:
 Hi Tom.

 I'm actually much more a fan of limited commands in these cases. As I've
 said before, interactive fiction was something I played a great deal of at
 one point, but don't tend to anymore sinse for every really good game I
 found I found four or five more that just got frustrating, either because
 the puzzles were utterly illogical, or required some very weerd verbs.

 For instance, suppose you find a gun and a silencer, what is the command.

 put silencer on gun?, use silencer with gun?, silence gun?, Screw
 silencer onto gun? Screw silencer onto barrel

 there are so many different ways of saying the same thing, yet if you get
 the wrong one, the game just won't react. However simply having a use x with
 x parza, there's no question with what you need to do.

 Also, the fewer verbs there are in the parza, the more obscure the puzles
 can be sinse more limited your choice of actions, the more likely you are to
 hit upon the right one.

 For example, the game Broken sword which was one of those point and click
 graphic adventures like Monkey island, so had limted verbs, had one puzzle
 where you had to climb a haystack.

 one item you had at the time was a large sewer key a couple of feet long. in
 an if game you could've spent ages mucking about with commands, but in
 Broken sword simply using the key with the haystack let you push it into the
 hay half way up and use it as a step to climb.

 This is just what I mean.

 then, having combat in a game gives you a way to interact with your
 environment and have some fun as well.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 08, 2012 2:01 AM
 Subject: Re: [Audyssey] Eamon delux news and thoughts


 Hi Dark,

 This does sound good. Those games are quite addictive as simple as
 they are, and I think it is the simplicity that makes them so
 enjoyable.

 As you pointed out with a lot of text adventures, especially
 interactive fiction, its often a case of guess the verb or difficult
 puzzle elements that turns people off playing it. However, text
 adventures as you've seen don't have to be that way. If and when I do
 my RPG I agree that keeping the commands simple stupid is the best
 practice.

 Its hard to go wrong with commands like put, take, use, wear, equip,
 etc. if you stick to a few basic commands people can generally go from
 there. I've even thought that adding a Dos style menu where you simply
 press a number for the selection is even easier yet.

 On 1/7/12, dark d...@xgam.org wrote:
 Hi everyone.

 Today I've been testing some of the beta versions for the new eamon delux
 with it's vi compatibility mode.

 it's going very well, all the irritations with display are totally gone
 so
 that it just displays like any console window dos application, and the
 developer has completely altered several menues so that now they all have
 numbers to press, for instance in the character editer to alter your
 characters' hardiness you now just hit one and then type the new number
 just
 like those number driven choices in dos programs.

 Also, the developer is doing a lot of very

Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread dark
Fair enough, I didn't realize that Eloquence caused the difference in 
pronunciation.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 4:45 PM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Dark,

Well, for those of us using a different synth like Eloquence it can
make a big difference when reading messages. For example if you spell
puzzle  p u z  l e instead of p u z z l e Eloquence will prenounce it
like poozzle. It almost sounds like poodle, the type of dog, only with
a z sound rather than puzzle. That's why I'm sure Charles is making an
issue of it. It can be a bit annoying to listen to e-mails with
spelling errors as Jaws, Window-Eyes, Orca, and any other screen
reader that uses Eloquence will not say the words correctly if they
are misspelled like this. That is why I feel some proofreading is good
for VI readers as well as sighted readers because you can be assured
the synth on your audiences computer will read it correctly.

I guess all I am saying here is it is considered good list etiquette
to spell check and proofread what you type so it is more readable.
Just because synth a says it correctly doesn't necessarily mean synth
b will likewise say it correctly if it is misspelled. Therefore a
little effort towards proofreading is considered an act of good list
etiquette by some listers.

HTH


On 1/8/12, dark d...@xgam.org wrote:

And really charles does this matter?

On the occasions when I write something formal I can spellcheck it, but 
that

takes far too much time to do every E-mail.

As long as it's readable, what is the difference?

With orphius puzle and puzzle come out the same anyway, which is probably
why i don't correct it as I type, but why does it make such a huge
difference?

Beware the grue!

dark.


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Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread dark

Hi Tom.
That is I think why for all item manipulation puzzles, object use parzas 
with graphics replaced the complex parzas of text adventures in the main 
tream, starting with games like secret of monkey island and continuing even 
now in series like Resident evil.


it's just so much easier to have some general commands that can apply to 
objects.


Use, use with and examine are really all that is needed imho.

Also as games like descent into madness show, these are quite doable with a 
menue system rather than actual commands as well, which can speed things up 
too.


Beware the grue!

Dark. 



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Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Willem Venter
The use of speech synthesizers also offer possibilities for matching
phonetic spelling to an item. If a user types in something that word
is converted to phonemes. These phonemes could be compared to the
actual word that is also converted to phonemes and if many of them are
the same, the game can recognize a word even if the spelling is wrong.

On 1/8/12, dark d...@xgam.org wrote:
 Hi Tom.
 That is I think why for all item manipulation puzzles, object use parzas
 with graphics replaced the complex parzas of text adventures in the main
 tream, starting with games like secret of monkey island and continuing even
 now in series like Resident evil.

 it's just so much easier to have some general commands that can apply to
 objects.

 Use, use with and examine are really all that is needed imho.

 Also as games like descent into madness show, these are quite doable with a
 menue system rather than actual commands as well, which can speed things up
 too.

 Beware the grue!

 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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Charles Rivard
Credibility, the impression of intellect you give, and, although it might 
sound OK using the screen reader you have, it doesn't with most others.  To 
you, it might seem unimportant, but not to some others, and it's not a 
once-in-a-while error.  It is perpetual, yet so easily remedied, and can 
make a world of difference to a reader.  And if time is one of the reasons 
for not spell checking, how long does it take to add a z?  The same goes for 
little instead of litle.  There are two t's.  These corrections, although 
minor, can make a huge difference in your presentation.  It doesn't take all 
that long to spell check, and it's well worth the time and effort to show 
that you care enough to have done it.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 9:00 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



And really charles does this matter?

On the occasions when I write something formal I can spellcheck it, but 
that takes far too much time to do every E-mail.


As long as it's readable, what is the difference?

With orphius puzle and puzzle come out the same anyway, which is probably 
why i don't correct it as I type, but why does it make such a huge 
difference?


Beware the grue!

dark.
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 2:47 PM
Subject: Re: [Audyssey] Eamon delux news and thoughts


There are 2 z's in puzzle!  It's a shame that you write such informative 
posts and then continually blow it with this irritation.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 12:05 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Tom.

I'm actually much more a fan of limited commands in these cases. As I've 
said before, interactive fiction was something I played a great deal of 
at one point, but don't tend to anymore sinse for every really good game 
I found I found four or five more that just got frustrating, either 
because the puzzles were utterly illogical, or required some very weerd 
verbs.


For instance, suppose you find a gun and a silencer, what is the 
command.


put silencer on gun?, use silencer with gun?, silence gun?, Screw 
silencer onto gun? Screw silencer onto barrel


there are so many different ways of saying the same thing, yet if you 
get the wrong one, the game just won't react. However simply having a 
use x with x parza, there's no question with what you need to do.


Also, the fewer verbs there are in the parza, the more obscure the 
puzles can be sinse more limited your choice of actions, the more likely 
you are to hit upon the right one.


For example, the game Broken sword which was one of those point and 
click graphic adventures like Monkey island, so had limted verbs, had 
one puzzle where you had to climb a haystack.


one item you had at the time was a large sewer key a couple of feet 
long. in an if game you could've spent ages mucking about with commands, 
but in Broken sword simply using the key with the haystack let you push 
it into the hay half way up and use it as a step to climb.


This is just what I mean.

then, having combat in a game gives you a way to interact with your 
environment and have some fun as well.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 2:01 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Dark,

This does sound good. Those games are quite addictive as simple as
they are, and I think it is the simplicity that makes them so
enjoyable.

As you pointed out with a lot of text adventures, especially
interactive fiction, its often a case of guess the verb or difficult
puzzle elements that turns people off playing it. However, text
adventures as you've seen don't have to be that way. If and when I do
my RPG I agree that keeping the commands simple stupid is the best
practice.

Its hard to go wrong with commands like put, take, use, wear, equip,
etc. if you stick to a few basic commands people can generally go from
there. I've even thought that adding a Dos style menu where you simply
press a number for the selection is even easier yet.

On 1/7/12, dark d...@xgam.org wrote:

Hi everyone.

Today I've been testing some of the beta versions for the new eamon 
delux

with it's vi compatibility mode.

it's going very well, all the irritations with display are totally 
gone so

that it just displays like any console window dos application, and the
developer has completely altered several menues so that now they all 
have

numbers to press, for instance in the character editer

Re: [Audyssey] Eamon delux news and thoughts

2012-01-08 Thread Willem Venter
Hi Dark.
I don't know what email client you are using, but thunderbird and
outlook express has built in spell checkers that can be accessed with
one keystroke. While I notice some spelling mistakes, it doesn't
bother me that much. However the better we spell, the better it will
look to outsiders reading our list. Whether a synthesizer reads a word
correctly is not the issue and correct spelling is good practice. Many
people on this list look up to you as a leader in this community, so
maybe setting a good example is worth the extra time.

On 1/8/12, dark d...@xgam.org wrote:
 And really charles does this matter?

 On the occasions when I write something formal I can spellcheck it, but that
 takes far too much time to do every E-mail.

 As long as it's readable, what is the difference?

 With orphius puzle and puzzle come out the same anyway, which is probably
 why i don't correct it as I type, but why does it make such a huge
 difference?

 Beware the grue!

 dark.
 - Original Message -
 From: Charles Rivard wee1s...@fidnet.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 08, 2012 2:47 PM
 Subject: Re: [Audyssey] Eamon delux news and thoughts


 There are 2 z's in puzzle!  It's a shame that you write such informative
 posts and then continually blow it with this irritation.

 ---
 Shepherds are the best beasts, but Labs are a close second.
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 08, 2012 12:05 AM
 Subject: Re: [Audyssey] Eamon delux news and thoughts


 Hi Tom.

 I'm actually much more a fan of limited commands in these cases. As I've
 said before, interactive fiction was something I played a great deal of
 at one point, but don't tend to anymore sinse for every really good game
 I found I found four or five more that just got frustrating, either
 because the puzzles were utterly illogical, or required some very weerd
 verbs.

 For instance, suppose you find a gun and a silencer, what is the command.

 put silencer on gun?, use silencer with gun?, silence gun?, Screw
 silencer onto gun? Screw silencer onto barrel

 there are so many different ways of saying the same thing, yet if you get

 the wrong one, the game just won't react. However simply having a use x
 with x parza, there's no question with what you need to do.

 Also, the fewer verbs there are in the parza, the more obscure the puzles

 can be sinse more limited your choice of actions, the more likely you are

 to hit upon the right one.

 For example, the game Broken sword which was one of those point and click

 graphic adventures like Monkey island, so had limted verbs, had one
 puzzle where you had to climb a haystack.

 one item you had at the time was a large sewer key a couple of feet long.

 in an if game you could've spent ages mucking about with commands, but in

 Broken sword simply using the key with the haystack let you push it into
 the hay half way up and use it as a step to climb.

 This is just what I mean.

 then, having combat in a game gives you a way to interact with your
 environment and have some fun as well.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 08, 2012 2:01 AM
 Subject: Re: [Audyssey] Eamon delux news and thoughts


 Hi Dark,

 This does sound good. Those games are quite addictive as simple as
 they are, and I think it is the simplicity that makes them so
 enjoyable.

 As you pointed out with a lot of text adventures, especially
 interactive fiction, its often a case of guess the verb or difficult
 puzzle elements that turns people off playing it. However, text
 adventures as you've seen don't have to be that way. If and when I do
 my RPG I agree that keeping the commands simple stupid is the best
 practice.

 Its hard to go wrong with commands like put, take, use, wear, equip,
 etc. if you stick to a few basic commands people can generally go from
 there. I've even thought that adding a Dos style menu where you simply
 press a number for the selection is even easier yet.

 On 1/7/12, dark d...@xgam.org wrote:
 Hi everyone.

 Today I've been testing some of the beta versions for the new eamon
 delux
 with it's vi compatibility mode.

 it's going very well, all the irritations with display are totally gone

 so
 that it just displays like any console window dos application, and the
 developer has completely altered several menues so that now they all
 have
 numbers to press, for instance in the character editer to alter your
 characters' hardiness you now just hit one and then type the new number

 just
 like those number driven choices in dos programs.

 Also, the developer is doing a lot of very nice extra work in the vi
 mode,
 such as writing in text descriptions of graphics, and with more of a
 campeigne mode to be added where you can actually use that gold from

Re: [Audyssey] Eamon delux news and thoughts

2012-01-07 Thread Charles Rivard

puzzles, not puzles!  P! U! Z! Z! L! E! S!

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Saturday, January 07, 2012 5:32 PM
Subject: [Audyssey] Eamon delux news and thoughts



Hi everyone.

Today I've been testing some of the beta versions for the new eamon delux 
with it's vi compatibility mode.


it's going very well, all the irritations with display are totally gone so 
that it just displays like any console window dos application, and the 
developer has completely altered several menues so that now they all have 
numbers to press, for instance in the character editer to alter your 
characters' hardiness you now just hit one and then type the new number 
just like those number driven choices in dos programs.


Also, the developer is doing a lot of very nice extra work in the vi mode, 
such as writing in text descriptions of graphics, and with more of a 
campeigne mode to be added where you can actually use that gold from 
adventures to buy improvement for your character (rather than having to 
cheat with the editer), this is looking like it'll be awsome.


Oh and yes, he's also making the dungeon designer accessible too in case 
anyone would like to write their own eamon games.


So, today i've been playing all the beginner eamon delux adventures and 
having thoughts.


As beginner adventures these are not complicated in the least, go into 
location, slaughter your way through and grab the loot to take back to the 
main hall to sell for dosh.


what is surprising me is how addictive these are, and how just a few lines 
of description and a very simple system can create an immersive game.


The parza is fairly unsophisticated, indeed the only item manipulation 
commands are put, remove, wear and use, so puzles tend to be a matter of 
looking in the room description and searching objects for other objects.


the combat is equally simple, but at the same time has enough in for 
variation. Five basic types of weapons with your character gaining 
experience in them as they use them, a heal, damage, and speed spell with 
again limited chance of use, and the chance to have your charisma affect 
your dealings with npcs, meaning they either ignore, fight, or fight along 
side you.


Yet, the system has enough to be interesting, particularly when you've got 
got three or four allies on your side vs three or four enemies,   
indeed in those situations you might play healer.


Don't mistake me, the system is stil primative. I'm rather sorry for 
instance there is no menue driven conversation, and some more spells or 
fighting moves would be nice to have.


Also the descriptions obviously vary in quality according to the 
game,  and yet, i've spent considderable time today just running 
around dungeons hacking up nasties for fun and prophit.


So, what Tom has said recently about text games really holds true I think, 
even though I personally am not a fan of interactive fiction,  too 
many item manipulation  commands and puzles that are too obscure.


Yet something like a more complex eamon, with some more commands, some 
more character interaction and some random text would I think be awsome! 
indeed I might think about creating something like this if I ever start 
writing games.


Beware the grue!

Dark.
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All messages are archived and can be searched and read at
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---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Eamon delux news and thoughts

2012-01-07 Thread Christina
Hi.
Is this a computer game?
Thanks.
Christina

- Original Message - 
From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent: Saturday, January 07, 2012 6:32 PM
Subject: [Audyssey] Eamon delux news and thoughts


Hi everyone.

Today I've been testing some of the beta versions for the new eamon delux with 
it's vi compatibility mode.

it's going very well, all the irritations with display are totally gone so that 
it just displays like any console window dos 
application, and the developer has completely altered several menues so that 
now they all have numbers to press, for instance 
in the character editer to alter your characters' hardiness you now just hit 
one and then type the new number just like those 
number driven choices in dos programs.

Also, the developer is doing a lot of very nice extra work in the vi mode, such 
as writing in text descriptions of graphics, 
and with more of a campeigne mode to be added where you can actually use that 
gold from adventures to buy improvement for 
your character (rather than having to cheat with the editer), this is looking 
like it'll be awsome.

Oh and yes, he's also making the dungeon designer accessible too in case anyone 
would like to write their own eamon games.

So, today i've been playing all the beginner eamon delux adventures and having 
thoughts.

As beginner adventures these are not complicated in the least, go into 
location, slaughter your way through and grab the loot 
to take back to the main hall to sell for dosh.

what is surprising me is how addictive these are, and how just a few lines of 
description and a very simple system can create 
an immersive game.

The parza is fairly unsophisticated, indeed the only item manipulation commands 
are put, remove, wear and use, so puzles tend 
to be a matter of looking in the room description and searching objects for 
other objects.

the combat is equally simple, but at the same time has enough in for variation. 
Five basic types of weapons with your 
character gaining experience in them as they use them, a heal, damage, and 
speed spell with again limited chance of use, and 
the chance to have your charisma affect your dealings with npcs, meaning they 
either ignore, fight, or fight along side you.

Yet, the system has enough to be interesting, particularly when you've got got 
three or four allies on your side vs three or 
four enemies,  indeed in those situations you might play healer.

Don't mistake me, the system is stil primative. I'm rather sorry for instance 
there is no menue driven conversation, and some 
more spells or fighting moves would be nice to have.

Also the descriptions obviously vary in quality according to the game,  and 
yet, i've spent considderable time today just 
running around dungeons hacking up nasties for fun and prophit.

So, what Tom has said recently about text games really holds true I think, even 
though I personally am not a fan of 
interactive fiction,  too many item manipulation  commands and puzles that 
are too obscure.

Yet something like a more complex eamon, with some more commands, some more 
character interaction and some random text would 
I think be awsome! indeed I might think about creating something like this if I 
ever start writing games.

Beware the grue!

Dark.
---
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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
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Eamon delux news and thoughts

2012-01-07 Thread Thomas Ward
Hi Dark,

This does sound good. Those games are quite addictive as simple as
they are, and I think it is the simplicity that makes them so
enjoyable.

As you pointed out with a lot of text adventures, especially
interactive fiction, its often a case of guess the verb or difficult
puzzle elements that turns people off playing it. However, text
adventures as you've seen don't have to be that way. If and when I do
my RPG I agree that keeping the commands simple stupid is the best
practice.

Its hard to go wrong with commands like put, take, use, wear, equip,
etc. if you stick to a few basic commands people can generally go from
there. I've even thought that adding a Dos style menu where you simply
press a number for the selection is even easier yet.

On 1/7/12, dark d...@xgam.org wrote:
 Hi everyone.

 Today I've been testing some of the beta versions for the new eamon delux
 with it's vi compatibility mode.

 it's going very well, all the irritations with display are totally gone so
 that it just displays like any console window dos application, and the
 developer has completely altered several menues so that now they all have
 numbers to press, for instance in the character editer to alter your
 characters' hardiness you now just hit one and then type the new number just
 like those number driven choices in dos programs.

 Also, the developer is doing a lot of very nice extra work in the vi mode,
 such as writing in text descriptions of graphics, and with more of a
 campeigne mode to be added where you can actually use that gold from
 adventures to buy improvement for your character (rather than having to
 cheat with the editer), this is looking like it'll be awsome.

 Oh and yes, he's also making the dungeon designer accessible too in case
 anyone would like to write their own eamon games.

 So, today i've been playing all the beginner eamon delux adventures and
 having thoughts.

 As beginner adventures these are not complicated in the least, go into
 location, slaughter your way through and grab the loot to take back to the
 main hall to sell for dosh.

 what is surprising me is how addictive these are, and how just a few lines
 of description and a very simple system can create an immersive game.

 The parza is fairly unsophisticated, indeed the only item manipulation
 commands are put, remove, wear and use, so puzles tend to be a matter of
 looking in the room description and searching objects for other objects.

 the combat is equally simple, but at the same time has enough in for
 variation. Five basic types of weapons with your character gaining
 experience in them as they use them, a heal, damage, and speed spell with
 again limited chance of use, and the chance to have your charisma affect
 your dealings with npcs, meaning they either ignore, fight, or fight along
 side you.

 Yet, the system has enough to be interesting, particularly when you've got
 got three or four allies on your side vs three or four enemies,  indeed
 in those situations you might play healer.

 Don't mistake me, the system is stil primative. I'm rather sorry for
 instance there is no menue driven conversation, and some more spells or
 fighting moves would be nice to have.

 Also the descriptions obviously vary in quality according to the game, 
 and yet, i've spent considderable time today just running around dungeons
 hacking up nasties for fun and prophit.

 So, what Tom has said recently about text games really holds true I think,
 even though I personally am not a fan of interactive fiction,  too many
 item manipulation  commands and puzles that are too obscure.

 Yet something like a more complex eamon, with some more commands, some more
 character interaction and some random text would I think be awsome! indeed I
 might think about creating something like this if I ever start writing
 games.

 Beware the grue!

 Dark.
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Re: [Audyssey] Eamon delux news and thoughts

2012-01-07 Thread Thomas Ward
Hi Christina,

Yes. Aeman Delux is a computer game. Basically, its a Dos version of
an old text adventure system that use to be on the Apple II-E. Its
quite fun.

Cheers!


On 1/7/12, Christina greensleev...@gmail.com wrote:
 Hi.
 Is this a computer game?
 Thanks.
 Christina


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Re: [Audyssey] Eamon delux news and thoughts

2012-01-07 Thread dark
Yes indeed. The eamon games were a long series of text rpgs produced in the 
1980's for the apple Ii computer. Eamon delux is a program to run them under 
windows.


Check the page on audiogames.net for details.

The current version of Eamon delux is a litle buggy and has some irritating 
issues with display, which is why having a new version is so good.


Beware the grue!

Dark.
- Original Message - 
From: Christina greensleev...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 1:50 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi.
Is this a computer game?
Thanks.
Christina

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

To: Gamers@audyssey.org
Sent: Saturday, January 07, 2012 6:32 PM
Subject: [Audyssey] Eamon delux news and thoughts


Hi everyone.

Today I've been testing some of the beta versions for the new eamon delux 
with it's vi compatibility mode.


it's going very well, all the irritations with display are totally gone so 
that it just displays like any console window dos
application, and the developer has completely altered several menues so 
that now they all have numbers to press, for instance
in the character editer to alter your characters' hardiness you now just 
hit one and then type the new number just like those

number driven choices in dos programs.

Also, the developer is doing a lot of very nice extra work in the vi mode, 
such as writing in text descriptions of graphics,
and with more of a campeigne mode to be added where you can actually use 
that gold from adventures to buy improvement for
your character (rather than having to cheat with the editer), this is 
looking like it'll be awsome.


Oh and yes, he's also making the dungeon designer accessible too in case 
anyone would like to write their own eamon games.


So, today i've been playing all the beginner eamon delux adventures and 
having thoughts.


As beginner adventures these are not complicated in the least, go into 
location, slaughter your way through and grab the loot

to take back to the main hall to sell for dosh.

what is surprising me is how addictive these are, and how just a few lines 
of description and a very simple system can create

an immersive game.

The parza is fairly unsophisticated, indeed the only item manipulation 
commands are put, remove, wear and use, so puzles tend
to be a matter of looking in the room description and searching objects 
for other objects.


the combat is equally simple, but at the same time has enough in for 
variation. Five basic types of weapons with your
character gaining experience in them as they use them, a heal, damage, and 
speed spell with again limited chance of use, and
the chance to have your charisma affect your dealings with npcs, meaning 
they either ignore, fight, or fight along side you.


Yet, the system has enough to be interesting, particularly when you've got 
got three or four allies on your side vs three or

four enemies,  indeed in those situations you might play healer.

Don't mistake me, the system is stil primative. I'm rather sorry for 
instance there is no menue driven conversation, and some

more spells or fighting moves would be nice to have.

Also the descriptions obviously vary in quality according to the 
game,  and yet, i've spent considderable time today just

running around dungeons hacking up nasties for fun and prophit.

So, what Tom has said recently about text games really holds true I think, 
even though I personally am not a fan of
interactive fiction,  too many item manipulation  commands and puzles 
that are too obscure.


Yet something like a more complex eamon, with some more commands, some 
more character interaction and some random text would
I think be awsome! indeed I might think about creating something like this 
if I ever start writing games.


Beware the grue!

Dark.
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

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list,
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Re: [Audyssey] Eamon delux news and thoughts

2012-01-07 Thread dark

Hi Tom.

I'm actually much more a fan of limited commands in these cases. As I've 
said before, interactive fiction was something I played a great deal of at 
one point, but don't tend to anymore sinse for every really good game I 
found I found four or five more that just got frustrating, either because 
the puzzles were utterly illogical, or required some very weerd verbs.


For instance, suppose you find a gun and a silencer, what is the command.

put silencer on gun?, use silencer with gun?, silence gun?, Screw 
silencer onto gun? Screw silencer onto barrel


there are so many different ways of saying the same thing, yet if you get 
the wrong one, the game just won't react. However simply having a use x with 
x parza, there's no question with what you need to do.


Also, the fewer verbs there are in the parza, the more obscure the puzles 
can be sinse more limited your choice of actions, the more likely you are to 
hit upon the right one.


For example, the game Broken sword which was one of those point and click 
graphic adventures like Monkey island, so had limted verbs, had one puzzle 
where you had to climb a haystack.


one item you had at the time was a large sewer key a couple of feet long. in 
an if game you could've spent ages mucking about with commands, but in 
Broken sword simply using the key with the haystack let you push it into the 
hay half way up and use it as a step to climb.


This is just what I mean.

then, having combat in a game gives you a way to interact with your 
environment and have some fun as well.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 08, 2012 2:01 AM
Subject: Re: [Audyssey] Eamon delux news and thoughts



Hi Dark,

This does sound good. Those games are quite addictive as simple as
they are, and I think it is the simplicity that makes them so
enjoyable.

As you pointed out with a lot of text adventures, especially
interactive fiction, its often a case of guess the verb or difficult
puzzle elements that turns people off playing it. However, text
adventures as you've seen don't have to be that way. If and when I do
my RPG I agree that keeping the commands simple stupid is the best
practice.

Its hard to go wrong with commands like put, take, use, wear, equip,
etc. if you stick to a few basic commands people can generally go from
there. I've even thought that adding a Dos style menu where you simply
press a number for the selection is even easier yet.

On 1/7/12, dark d...@xgam.org wrote:

Hi everyone.

Today I've been testing some of the beta versions for the new eamon delux
with it's vi compatibility mode.

it's going very well, all the irritations with display are totally gone 
so

that it just displays like any console window dos application, and the
developer has completely altered several menues so that now they all have
numbers to press, for instance in the character editer to alter your
characters' hardiness you now just hit one and then type the new number 
just

like those number driven choices in dos programs.

Also, the developer is doing a lot of very nice extra work in the vi 
mode,

such as writing in text descriptions of graphics, and with more of a
campeigne mode to be added where you can actually use that gold from
adventures to buy improvement for your character (rather than having to
cheat with the editer), this is looking like it'll be awsome.

Oh and yes, he's also making the dungeon designer accessible too in case
anyone would like to write their own eamon games.

So, today i've been playing all the beginner eamon delux adventures and
having thoughts.

As beginner adventures these are not complicated in the least, go into
location, slaughter your way through and grab the loot to take back to 
the

main hall to sell for dosh.

what is surprising me is how addictive these are, and how just a few 
lines

of description and a very simple system can create an immersive game.

The parza is fairly unsophisticated, indeed the only item manipulation
commands are put, remove, wear and use, so puzles tend to be a matter of
looking in the room description and searching objects for other objects.

the combat is equally simple, but at the same time has enough in for
variation. Five basic types of weapons with your character gaining
experience in them as they use them, a heal, damage, and speed spell with
again limited chance of use, and the chance to have your charisma affect
your dealings with npcs, meaning they either ignore, fight, or fight 
along

side you.

Yet, the system has enough to be interesting, particularly when you've 
got
got three or four allies on your side vs three or four enemies,   
indeed

in those situations you might play healer.

Don't mistake me, the system is stil primative. I'm rather sorry for
instance there is no menue driven conversation, and some more spells or
fighting moves would be nice to have