Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread burakyuksek

Hi Tomas,
What synthisizer do you using wile developing mota?
sevgiler saygilar
- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 10:42 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments


I know the feeling. Though I must say at least I don't need to be put up 
with karen anymore, I hate that voice. Its intonation is far from perfect. 
very unhuman.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 5:39 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi,

That might work. Unfortunately, Acapela Heather doesn't like the word
mage. I typed in skeleton mage and it says it like skeleton midge.
No wonder I hate synthetic speech. It doesn't know how to say anything
right.

That's actually one of my problems in producing MOTA. Acapela Heather
is a nice sounding voice, but it has troubles with a number of words.
It saying midge instead of mage is just a case in point. I've had
to take great pains to have the synth to do as well as it does in the
game. In many cases misspelling words to have it come up with
something close to the correct sounding word.


Cheers!


On 1/31/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi,
Well...I now Greece wasn't renound for its assasins but Skeleton 
assassin

would work. Fire throwerskeleton mage would do nicely.

Best Regards,
Hayden



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Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Thomas Ward
Hi,

The synth used in Mysteries of the Ancients is Accapela Heather. In my
opinion the Accapela voices are some of the most human sounding Sapi
voices out there. There is another one, Rachel I think it is, that
sounds better than Heather.

On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi Tomas,
 What synthisizer do you using wile developing mota?
 sevgiler saygilar

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Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Liam Erven
it could just be me, but it seems like the voice is kinda choppy.  also. is
it pronouncing cerberus wrong?
Time to start spelling stuff phonetically in games, right?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, February 02, 2011 8:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi,

The synth used in Mysteries of the Ancients is Accapela Heather. In my
opinion the Accapela voices are some of the most human sounding Sapi voices
out there. There is another one, Rachel I think it is, that sounds better
than Heather.

On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi Tomas,
 What synthisizer do you using wile developing mota?
 sevgiler saygilar

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Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Thomas Ward
Hi Liam,

The choppiness could be processor speed and/or ram. When I run the
game on my laptop that has a 3.6 GHZ processor it isn't too bad. When
I load the game on an older 1.2 GHZ desktop, the one that recently
died, it is kind of slow and choppy. This only really started once I
stuck the 44100 KHZ sounds in the game. The game really isn't meant
for lower end systems like that.

As far as Cerberus the c is suppose to be a hard c like Kerberus not a
soft se like Serberus. There is also alternative spellings for the
name depending if you use Greek or Latin. The Latin translation is
spelled c e r b e r u s and is the one most often seen in English
translations of the Greek works. However, the original Greek spelling
is k e r b e r o s. Its a lingual thing.

Cheers!


On 2/2/11, Liam Erven liamer...@gmail.com wrote:
 it could just be me, but it seems like the voice is kinda choppy.  also. is
 it pronouncing cerberus wrong?
 Time to start spelling stuff phonetically in games, right?

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Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Bryan Peterson
It's because he's using the actual Greek spelling I believe, which is 
Kerberos.

We are the Knights who say...Ni!
- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, February 02, 2011 7:15 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments


it could just be me, but it seems like the voice is kinda choppy.  also. 
is

it pronouncing cerberus wrong?
Time to start spelling stuff phonetically in games, right?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, February 02, 2011 8:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi,

The synth used in Mysteries of the Ancients is Accapela Heather. In my
opinion the Accapela voices are some of the most human sounding Sapi 
voices

out there. There is another one, Rachel I think it is, that sounds better
than Heather.

On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:

Hi Tomas,
What synthisizer do you using wile developing mota?
sevgiler saygilar


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Re: [Audyssey] MOTA Last Minute Comments

2011-02-02 Thread Liam Erven
Oh oh.
That's right. I forgot he was sticking to the greek mythology including
spelling.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Wednesday, February 02, 2011 8:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

It's because he's using the actual Greek spelling I believe, which is
Kerberos.
We are the Knights who say...Ni!
- Original Message -
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, February 02, 2011 7:15 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments


 it could just be me, but it seems like the voice is kinda choppy.  also. 
 is
 it pronouncing cerberus wrong?
 Time to start spelling stuff phonetically in games, right?


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of Thomas Ward
 Sent: Wednesday, February 02, 2011 8:13 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA Last Minute Comments

 Hi,

 The synth used in Mysteries of the Ancients is Accapela Heather. In my 
 opinion the Accapela voices are some of the most human sounding Sapi 
 voices out there. There is another one, Rachel I think it is, that 
 sounds better than Heather.

 On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi Tomas,
 What synthisizer do you using wile developing mota?
 sevgiler saygilar

 ---
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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Frost
On Tue, Feb 01, 2011 at 05:57:39AM +0200, Jacob Kruger wrote:
 Off-hand, might think about calling a skeleton with a dagger
 something like an assassin..?

[My Reply:]
Blade?  Cutpurse?  Footpad?  I think Skeleton Thug would carry a 
sap.

Michael

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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
I know the feeling. Though I must say at least I don't need to be put up 
with karen anymore, I hate that voice. Its intonation is far from perfect. 
very unhuman.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 5:39 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi,

That might work. Unfortunately, Acapela Heather doesn't like the word
mage. I typed in skeleton mage and it says it like skeleton midge.
No wonder I hate synthetic speech. It doesn't know how to say anything
right.

That's actually one of my problems in producing MOTA. Acapela Heather
is a nice sounding voice, but it has troubles with a number of words.
It saying midge instead of mage is just a case in point. I've had
to take great pains to have the synth to do as well as it does in the
game. In many cases misspelling words to have it come up with
something close to the correct sounding word.


Cheers!


On 1/31/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi,
Well...I now Greece wasn't renound for its assasins but Skeleton 
assassin

would work. Fire throwerskeleton mage would do nicely.

Best Regards,
Hayden



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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Thomas Ward
Hi Petr,

Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based on Australian singer Karen Jacobson's voice. If
you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
lot like her actual voice. Although, the real Karen Jacobson sounds
better justbecause of natural emotion etc that can't be exactly
imitated through speech. So it isn't as unhuman as you might think. I
think what throws you is the Australian accents that is totally
different from American English accents etc.

Cheers!


On 2/1/11, Pitermach piterm...@gmail.com wrote:
 I know the feeling. Though I must say at least I don't need to be put up
 with karen anymore, I hate that voice. Its intonation is far from perfect.
 very unhuman.

---
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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
Hi, no. Lee, the male australian voice, I really like. It reminds me of all 
those pro people that do voiceovers for commertials. I also like daniel and 
serena for UK, and samantha for US. Well, the full version of samantha. The 
mobile one they put on iOS and what not sounds darn awful. As for jill, 
well, sounds very drunk to me. lol!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 10:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Petr,

Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based on Australian singer Karen Jacobson's voice. If
you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
lot like her actual voice. Although, the real Karen Jacobson sounds
better justbecause of natural emotion etc that can't be exactly
imitated through speech. So it isn't as unhuman as you might think. I
think what throws you is the Australian accents that is totally
different from American English accents etc.

Cheers!



__ Information from ESET Smart Security, version of virus signature 
database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Shiny protector

I actually like the accent.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 9:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Petr,

Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based on Australian singer Karen Jacobson's voice. If
you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
lot like her actual voice. Although, the real Karen Jacobson sounds
better justbecause of natural emotion etc that can't be exactly
imitated through speech. So it isn't as unhuman as you might think. I
think what throws you is the Australian accents that is totally
different from American English accents etc.

Cheers!


On 2/1/11, Pitermach piterm...@gmail.com wrote:

I know the feeling. Though I must say at least I don't need to be put up
with karen anymore, I hate that voice. Its intonation is far from 
perfect.

very unhuman.


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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach

Yeah, like I said I don't mind the accent either.
- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 11:02 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



I actually like the accent.
- Original Message - 


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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Charles Rivard
I don't like any accent in which R's are dropped and R's that don't belong 
there are inserted.  As examples, you should hear  enter instead of 
entuhh, or Pensylvania instead of Pensylvaniar.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 3:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Petr,

Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based on Australian singer Karen Jacobson's voice. If
you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
lot like her actual voice. Although, the real Karen Jacobson sounds
better justbecause of natural emotion etc that can't be exactly
imitated through speech. So it isn't as unhuman as you might think. I
think what throws you is the Australian accents that is totally
different from American English accents etc.

Cheers!


On 2/1/11, Pitermach piterm...@gmail.com wrote:

I know the feeling. Though I must say at least I don't need to be put up
with karen anymore, I hate that voice. Its intonation is far from 
perfect.

very unhuman.


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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Hayden Presley
Hi Brian,
Sorrowfully that's English accents. Ya learn to live with them if you use
English synthesizers. Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, February 01, 2011 4:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

I don't like any accent in which R's are dropped and R's that don't belong 
there are inserted.  As examples, you should hear  enter instead of 
entuhh, or Pensylvania instead of Pensylvaniar.

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 3:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments


 Hi Petr,

 Actually, in myopinion Scansoft Karen is one of the better Sapi
 voices. It was based on Australian singer Karen Jacobson's voice. If
 you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
 lot like her actual voice. Although, the real Karen Jacobson sounds
 better justbecause of natural emotion etc that can't be exactly
 imitated through speech. So it isn't as unhuman as you might think. I
 think what throws you is the Australian accents that is totally
 different from American English accents etc.

 Cheers!


 On 2/1/11, Pitermach piterm...@gmail.com wrote:
 I know the feeling. Though I must say at least I don't need to be put up
 with karen anymore, I hate that voice. Its intonation is far from 
 perfect.
 very unhuman.

 ---
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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach

can't help being reminded of dark writing nokiar instead of nokia. smile
I personally don't mind it. Maybe it's because I began learning english as 
UK, but then came online with US eloquence, so I am confortable with both 
accents.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 11:56 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments


I don't like any accent in which R's are dropped and R's that don't belong 
there are inserted.  As examples, you should hear  enter instead of 
entuhh, or Pensylvania instead of Pensylvaniar.


--- 



__ Information from ESET Smart Security, version of virus signature 
database 5266 (20100709) __

The message was checked by ESET Smart Security.

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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Thomas Ward
Hi Charles,

Ummm..that sounds more like a southern accent rather than Australian. Grin.

On 2/1/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I don't like any accent in which R's are dropped and R's that don't belong
 there are inserted.  As examples, you should hear  enter instead of
 entuhh, or Pensylvania instead of Pensylvaniar.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

---
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Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Bryan Peterson
Don't you mean Charles? LOL. Because I personally happen to love Englis and 
Australian accents.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, February 01, 2011 4:06 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Brian,
Sorrowfully that's English accents. Ya learn to live with them if you use
English synthesizers. Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, February 01, 2011 4:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

I don't like any accent in which R's are dropped and R's that don't belong
there are inserted.  As examples, you should hear  enter instead of
entuhh, or Pensylvania instead of Pensylvaniar.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 3:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Petr,

Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based on Australian singer Karen Jacobson's voice. If
you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
lot like her actual voice. Although, the real Karen Jacobson sounds
better justbecause of natural emotion etc that can't be exactly
imitated through speech. So it isn't as unhuman as you might think. I
think what throws you is the Australian accents that is totally
different from American English accents etc.

Cheers!


On 2/1/11, Pitermach piterm...@gmail.com wrote:

I know the feeling. Though I must say at least I don't need to be put up
with karen anymore, I hate that voice. Its intonation is far from
perfect.
very unhuman.


---
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list,
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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Arianna Sepulveda
I agree, games like Shades of Doom, Audio Quake and Sarah and the
Castle of Witchcraft and Wizardry absolutely throw me for a loop! I
get lost so quickly it isn't even funny! I guess I get confused by the
sounds changing direction as my character moves. That throws me off a
lot. I understand it in real life, but in a game, it's confusing.
Maybe making a map would help? Ugh, that's a lot of work. And a lot of
stuff I'd have to buy. Or I'd have to use Braille or something. So
much paper lol. I can't use a Braille display for things like that,
either. I have to be able to see the whole map, otherwise I get lost,
and the map is useless.

On 1/26/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Dark,
 Odd...I've had a lot more trouble with Shades of Doom than blank block. Have
 you tried the smallest board? I have to admit I've had trouble with the
 larger boards, but I do believe I've been able to get them all removed once
 without having to move any around. Now if I could dothat again...

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: Wednesday, January 26, 2011 1:57 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA Last Minute Comments

 Hi Tom, it's actually something of an irony. I've always been able to play
 complex 2d games like Metroid Mega man and turrican, but one of the most
 depressing experiences of my life was when I found at the age of about 14
 that games like Mario 64 and original tomb rader were utterly unplayable,
 both because of lack of contrasting graphics, and because of my spacial
 awareness problem.

 Indeed, that was one of the main things that interested me in audio games to

 begin with, because playing Shades of doom let me experience something I
 hadn't before. Even so, I stil find some 3D audio games without the correct
 navigation features,  such as monkey business and even lone wolf
 completely unplayable because of the difficulty I have comprehending space.

 Someone here mentioned blank block, again a game I find utterly impossible
 myself because I simply cannot maintain a spacial memory of the board,
 neither can I play chess just with audio no matter how good the board review

 features are.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 26, 2011 4:12 AM
 Subject: Re: [Audyssey] MOTA Last Minute Comments


 Hi Dark,

 True enough. Strangely though when it comes to creating level maps in
 my mind I can not for the life of me think of them in 2d. I suppose
 because when I was sighted I saw everything in 3d so when I start
 mapping things I automatically think of things having 3d left, right,
 up down, front, back. So part of my problem of thinking of how to draw
 these levels is imagining it with only up/down or left/right.

 Basically, I suppose a lot of VI gamers have problems with 3d, viewing
 it as more complex, but I am totally the opposite. I have a problem
 with complex 2d worlds because they lack some visual element for me.
 So creating a side-scroller, for me, is harder than creating a 3d FPS.

 Smile.


 On 1/25/11, dark d...@xgam.org wrote:
 That to an extent is true Tom, but equally bare in mind that 2D is
 spacially
 easier than 3D.

 Many of the problems some people have with 3D are simply space
 orientated,  heck, if it weren't for good nav features in the gma
 engine
 and terraformers I couldn't play them myself, and in fact find monkey
 business and technoshock utterly impossible!

 There has never been a complex side scroller in audio, so there is no
 guide
 to what is or is not hard.

 Myself, I stil think the hint system I mentioned might be a nice way to
 balance things out and stop the game from becoming too challenging.

 Beware the grue!

 dark.

 ---
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 list,
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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi,

Actually, I think the reason you and others are so easily confused by
Shades of Doom etc isn't so much the levels are difficult, but it is
too easy to get turned around and accidently get lost. If you are
walking west along a coridor, get into a fight with an enemy, you
might end up walking east not knowing you are suppose to continue west
instead of east. This would certainly confuse anybody if they don't
know the level layout well enough to know they are going the wrong
way. Usually, by the time you figure out you are heading the wrong way
you have to try and backtrack to the point where you got lost. This
results in waisted time and added frustration.

In most cases many of the levels actually are fairly simple. In Shades
of Doom on level 1 basically you have six east/west corridors and a
few smaller north/south corridors connecting them. Along the left or
right wall are rooms you can explore.  If you were to ignore the rooms
for the moment a simple walk through of level 1 would be like this.

You start out in the north-east corner of the level at (19, 19.) You
walk west until you reach a north/south passage. You head south a few
steps, make a left, and head east ddown a major east/west passage.
Once you reach the end of the corridor there will be another
north/south passage to your right. Turn right and head south for a few
steps and make another right down a long east/west passage. This
corridor has a number of alcoves along the left and right walls.
ignore them and head west until you hit the end of the corridor. Make
a left into a short north/south passage and you will enter a sort of
zig/zag corridor. Once you get at the end of it you will be in another
east/west corridor. Head east and enter the room on your right. Kill
the monsters and head west into another room. Kill more monsters and
enter the door on the south wall. Exit this room with the door on the
east side. Make a right in a small north/south passage and head south
until you reach the final east/west passage. Head west down the
passage, open the room on your right with the door, and that will be
the elevator room.

In all it is a pretty simple level. Mostly east/west passages with a
few short north/south passages connecting them. Most of the navigation
will be heading south-west. Once you realize your goal is the elevator
room is in the south-west corner of the map/level it isn't that hard
to figure out what way you should be heading. It would be something
like: west, south, east, south, west, south, east, south, west, south,
east, south, west.

HTH


On 1/30/11, Arianna Sepulveda englishride...@gmail.com wrote:
 I agree, games like Shades of Doom, Audio Quake and Sarah and the
 Castle of Witchcraft and Wizardry absolutely throw me for a loop! I
 get lost so quickly it isn't even funny! I guess I get confused by the
 sounds changing direction as my character moves. That throws me off a
 lot. I understand it in real life, but in a game, it's confusing.
 Maybe making a map would help? Ugh, that's a lot of work. And a lot of
 stuff I'd have to buy. Or I'd have to use Braille or something. So
 much paper lol. I can't use a Braille display for things like that,
 either. I have to be able to see the whole map, otherwise I get lost,
 and the map is useless.

---
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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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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Darren Duff
IT seems to me that if you are good at making a mental map of the world
around you, you should be able to handle one of these games. Take sod for
example. All monsters and nasties aside, I always thought that it would be a
great way to teach mobility and memorization by finding landmarks because of
all the twists and turns. After playing the game a few times all the way
through I have the layout of all 8 levels in my mind and 10 years later I
don't have to worry about getting lost in the game.

What do other people think? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Arianna Sepulveda
Sent: Sunday, January 30, 2011 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

I agree, games like Shades of Doom, Audio Quake and Sarah and the Castle of
Witchcraft and Wizardry absolutely throw me for a loop! I get lost so
quickly it isn't even funny! I guess I get confused by the sounds changing
direction as my character moves. That throws me off a lot. I understand it
in real life, but in a game, it's confusing.
Maybe making a map would help? Ugh, that's a lot of work. And a lot of stuff
I'd have to buy. Or I'd have to use Braille or something. So much paper lol.
I can't use a Braille display for things like that, either. I have to be
able to see the whole map, otherwise I get lost, and the map is useless.

On 1/26/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Dark,
 Odd...I've had a lot more trouble with Shades of Doom than blank 
 block. Have you tried the smallest board? I have to admit I've had 
 trouble with the larger boards, but I do believe I've been able to get 
 them all removed once without having to move any around. Now if I could
dothat again...

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of dark
 Sent: Wednesday, January 26, 2011 1:57 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA Last Minute Comments

 Hi Tom, it's actually something of an irony. I've always been able to 
 play complex 2d games like Metroid Mega man and turrican, but one of 
 the most depressing experiences of my life was when I found at the age 
 of about 14 that games like Mario 64 and original tomb rader were 
 utterly unplayable, both because of lack of contrasting graphics, and 
 because of my spacial awareness problem.

 Indeed, that was one of the main things that interested me in audio 
 games to

 begin with, because playing Shades of doom let me experience something 
 I hadn't before. Even so, I stil find some 3D audio games without the 
 correct navigation features,  such as monkey business and even 
 lone wolf completely unplayable because of the difficulty I have
comprehending space.

 Someone here mentioned blank block, again a game I find utterly 
 impossible myself because I simply cannot maintain a spacial memory of 
 the board, neither can I play chess just with audio no matter how good 
 the board review

 features are.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 26, 2011 4:12 AM
 Subject: Re: [Audyssey] MOTA Last Minute Comments


 Hi Dark,

 True enough. Strangely though when it comes to creating level maps in 
 my mind I can not for the life of me think of them in 2d. I suppose 
 because when I was sighted I saw everything in 3d so when I start 
 mapping things I automatically think of things having 3d left, right, 
 up down, front, back. So part of my problem of thinking of how to 
 draw these levels is imagining it with only up/down or left/right.

 Basically, I suppose a lot of VI gamers have problems with 3d, 
 viewing it as more complex, but I am totally the opposite. I have a 
 problem with complex 2d worlds because they lack some visual element for
me.
 So creating a side-scroller, for me, is harder than creating a 3d FPS.

 Smile.


 On 1/25/11, dark d...@xgam.org wrote:
 That to an extent is true Tom, but equally bare in mind that 2D is 
 spacially easier than 3D.

 Many of the problems some people have with 3D are simply space 
 orientated,  heck, if it weren't for good nav features in the 
 gma engine and terraformers I couldn't play them myself, and in fact 
 find monkey business and technoshock utterly impossible!

 There has never been a complex side scroller in audio, so there is 
 no guide to what is or is not hard.

 Myself, I stil think the hint system I mentioned might be a nice way 
 to balance things out and stop the game from becoming too challenging.

 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://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Charles Rivard
For some gamers, the numerous twists and turns are what make the game 
confusing.  As for a teaching tool, I would say that it is not a good idea. 
You don't teach by confusing someone.  You learn by crawling, then walking, 
then running and finally roller skating rather than the other way around.  I 
see it as, in a way, choosing the methods you would prefer to learn to use a 
dog guide.  As you need to know where to tell the dog to take you, you have 
to know your way around first.  That's why I would prefer that I learn to 
use a dog guide in my home area rather than in a strange city.  I wouldn't 
have to learn where locations are as well as learn how to get the dog to 
guide me to them.  I would be more confident in a familiar area, which 
translates to a more confident dog who knows that I know what I'm doing.


---
Shepherds are the best beasts!
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, January 31, 2011 7:45 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



IT seems to me that if you are good at making a mental map of the world
around you, you should be able to handle one of these games. Take sod for
example. All monsters and nasties aside, I always thought that it would be 
a
great way to teach mobility and memorization by finding landmarks because 
of

all the twists and turns. After playing the game a few times all the way
through I have the layout of all 8 levels in my mind and 10 years later I
don't have to worry about getting lost in the game.

What do other people think?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Arianna Sepulveda
Sent: Sunday, January 30, 2011 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

I agree, games like Shades of Doom, Audio Quake and Sarah and the Castle 
of

Witchcraft and Wizardry absolutely throw me for a loop! I get lost so
quickly it isn't even funny! I guess I get confused by the sounds changing
direction as my character moves. That throws me off a lot. I understand it
in real life, but in a game, it's confusing.
Maybe making a map would help? Ugh, that's a lot of work. And a lot of 
stuff
I'd have to buy. Or I'd have to use Braille or something. So much paper 
lol.

I can't use a Braille display for things like that, either. I have to be
able to see the whole map, otherwise I get lost, and the map is useless.

On 1/26/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi Dark,
Odd...I've had a lot more trouble with Shades of Doom than blank
block. Have you tried the smallest board? I have to admit I've had
trouble with the larger boards, but I do believe I've been able to get
them all removed once without having to move any around. Now if I could

dothat again...


Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of dark
Sent: Wednesday, January 26, 2011 1:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Tom, it's actually something of an irony. I've always been able to
play complex 2d games like Metroid Mega man and turrican, but one of
the most depressing experiences of my life was when I found at the age
of about 14 that games like Mario 64 and original tomb rader were
utterly unplayable, both because of lack of contrasting graphics, and
because of my spacial awareness problem.

Indeed, that was one of the main things that interested me in audio
games to

begin with, because playing Shades of doom let me experience something
I hadn't before. Even so, I stil find some 3D audio games without the
correct navigation features,  such as monkey business and even
lone wolf completely unplayable because of the difficulty I have

comprehending space.


Someone here mentioned blank block, again a game I find utterly
impossible myself because I simply cannot maintain a spacial memory of
the board, neither can I play chess just with audio no matter how good
the board review

features are.

Beware the Grue!

Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 26, 2011 4:12 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Dark,

True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically think of things having 3d left, right,
up down, front, back. So part of my problem of thinking of how to
draw these levels is imagining it with only up/down or left/right.

Basically, I suppose a lot of VI gamers have problems with 3d,
viewing it as more complex, but I am totally the opposite. I have a
problem with complex 2d worlds because they lack some visual element for

me.

So creating

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread shaun everiss
well tom, there are also traps etc, sod has chambers that don't even 
need you to access unless something exists.

I think its quite easy but I have played the game about 1000 times.
I plan to do a couple recordings of sod and gtc just for my way of 
doing things.

maybe.


Hi,

Actually, I think the reason you and others are so easily confused by
Shades of Doom etc isn't so much the levels are difficult, but it is
too easy to get turned around and accidently get lost. If you are
walking west along a coridor, get into a fight with an enemy, you
might end up walking east not knowing you are suppose to continue west
instead of east. This would certainly confuse anybody if they don't
know the level layout well enough to know they are going the wrong
way. Usually, by the time you figure out you are heading the wrong way
you have to try and backtrack to the point where you got lost. This
results in waisted time and added frustration.

In most cases many of the levels actually are fairly simple. In Shades
of Doom on level 1 basically you have six east/west corridors and a
few smaller north/south corridors connecting them. Along the left or
right wall are rooms you can explore.  If you were to ignore the rooms
for the moment a simple walk through of level 1 would be like this.

You start out in the north-east corner of the level at (19, 19.) You
walk west until you reach a north/south passage. You head south a few
steps, make a left, and head east ddown a major east/west passage.
Once you reach the end of the corridor there will be another
north/south passage to your right. Turn right and head south for a few
steps and make another right down a long east/west passage. This
corridor has a number of alcoves along the left and right walls.
ignore them and head west until you hit the end of the corridor. Make
a left into a short north/south passage and you will enter a sort of
zig/zag corridor. Once you get at the end of it you will be in another
east/west corridor. Head east and enter the room on your right. Kill
the monsters and head west into another room. Kill more monsters and
enter the door on the south wall. Exit this room with the door on the
east side. Make a right in a small north/south passage and head south
until you reach the final east/west passage. Head west down the
passage, open the room on your right with the door, and that will be
the elevator room.

In all it is a pretty simple level. Mostly east/west passages with a
few short north/south passages connecting them. Most of the navigation
will be heading south-west. Once you realize your goal is the elevator
room is in the south-west corner of the map/level it isn't that hard
to figure out what way you should be heading. It would be something
like: west, south, east, south, west, south, east, south, west, south,
east, south, west.

HTH


On 1/30/11, Arianna Sepulveda englishride...@gmail.com wrote:
 I agree, games like Shades of Doom, Audio Quake and Sarah and the
 Castle of Witchcraft and Wizardry absolutely throw me for a loop! I
 get lost so quickly it isn't even funny! I guess I get confused by the
 sounds changing direction as my character moves. That throws me off a
 lot. I understand it in real life, but in a game, it's confusing.
 Maybe making a map would help? Ugh, that's a lot of work. And a lot of
 stuff I'd have to buy. Or I'd have to use Braille or something. So
 much paper lol. I can't use a Braille display for things like that,
 either. I have to be able to see the whole map, otherwise I get lost,
 and the map is useless.

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi,

I'm not sure about that. It seams to me a lot of people have problems
with Shades of Doom, Sarah, etc. I've never thought of them as very
hard, but still many others do have the problem. So using them for
virtual om training might not be the best idea.

However, I am fairly good at general om and I use the very same
skills in games. I use certain landmarks to identify where I am. Most
of the rooms have different things in them, providing a unique
ambience,  so it is usually easy to figure out where you are just by
sound alone. Since I do use my own om training to play a lot of these
more advanced games I'm rather surprised many can't do the same.

Cheers!


On 1/31/11, Darren Duff duff...@gmail.com wrote:
 IT seems to me that if you are good at making a mental map of the world
 around you, you should be able to handle one of these games. Take sod for
 example. All monsters and nasties aside, I always thought that it would be a
 great way to teach mobility and memorization by finding landmarks because of
 all the twists and turns. After playing the game a few times all the way
 through I have the layout of all 8 levels in my mind and 10 years later I
 don't have to worry about getting lost in the game.

 What do other people think?

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Phil Vlasak

Hi Thomas,
I like 
Skeleton Swordsman,
and 
Skeleton archer,

But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire?
Skeleton fire thrower?
Skeleton pyromaniac?

And what about a skeleton so large it just steps on you?
Skeleton crusher?
Skeleton  stomper?

smiles,
Phil


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
Hi,
Originally I had trouble with SOD but Sarah is actually easier than that (or
am I just getting better...hmmm).

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, January 31, 2011 2:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi,

I'm not sure about that. It seams to me a lot of people have problems
with Shades of Doom, Sarah, etc. I've never thought of them as very
hard, but still many others do have the problem. So using them for
virtual om training might not be the best idea.

However, I am fairly good at general om and I use the very same
skills in games. I use certain landmarks to identify where I am. Most
of the rooms have different things in them, providing a unique
ambience,  so it is usually easy to figure out where you are just by
sound alone. Since I do use my own om training to play a lot of these
more advanced games I'm rather surprised many can't do the same.

Cheers!


On 1/31/11, Darren Duff duff...@gmail.com wrote:
 IT seems to me that if you are good at making a mental map of the world
 around you, you should be able to handle one of these games. Take sod for
 example. All monsters and nasties aside, I always thought that it would be
a
 great way to teach mobility and memorization by finding landmarks because
of
 all the twists and turns. After playing the game a few times all the way
 through I have the layout of all 8 levels in my mind and 10 years later I
 don't have to worry about getting lost in the game.

 What do other people think?

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
Hi,
Well...I now Greece wasn't renound for its assasins but Skeleton assassin
would work. Fire throwerskeleton mage would do nicely.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Monday, January 31, 2011 7:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Thomas,
I like 
Skeleton Swordsman,
and 
Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire?
Skeleton fire thrower?
Skeleton pyromaniac?
 
And what about a skeleton so large it just steps on you?
Skeleton crusher?
Skeleton  stomper?

smiles,
Phil


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Jacob Kruger
Off-hand, might think about calling a skeleton with a dagger something like 
an assassin..?


smile

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 3:33 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Thomas,
I like Skeleton Swordsman,
and Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire?
Skeleton fire thrower?
Skeleton pyromaniac?

And what about a skeleton so large it just steps on you?
Skeleton crusher?
Skeleton  stomper?

smiles,
Phil


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list,
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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi Phil,

Lol! That is a very good question. I have been wondering the same
thing actually. In some cases there isn't a good name for some of the
kinds of modified enemies I can create for MOTA. A Zombie with an iron
spear could be called an undead spearman or zombie spearman. However,
a zombie that can throw lightning or uses a dagger doesn't have a
convenient name like that.

Smile.

On 1/31/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I like
 Skeleton Swordsman,
 and
 Skeleton archer,
 But what do you call a skeleton that uses a dagger?
 Skeleton cutter?
 Skeleton BladeSinger?
 And how about a skeleton that throws fire?
 Skeleton fire thrower?
 Skeleton pyromaniac?

 And what about a skeleton so large it just steps on you?
 Skeleton crusher?
 Skeleton  stomper?

 smiles,
 Phil


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi,

That might work. Unfortunately, Acapela Heather doesn't like the word
mage. I typed in skeleton mage and it says it like skeleton midge.
No wonder I hate synthetic speech. It doesn't know how to say anything
right.

That's actually one of my problems in producing MOTA. Acapela Heather
is a nice sounding voice, but it has troubles with a number of words.
It saying midge instead of mage is just a case in point. I've had
to take great pains to have the synth to do as well as it does in the
game. In many cases misspelling words to have it come up with
something close to the correct sounding word.


Cheers!


On 1/31/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Well...I now Greece wasn't renound for its assasins but Skeleton assassin
 would work. Fire throwerskeleton mage would do nicely.

 Best Regards,
 Hayden


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread dark
Well it's odd tom, the idea of trying to get better and better scores,   
much less better scores than other people on the score board really doesn't 
appeal to me at all, but add in a new unlockable, new collectable or 
something similar and that completely changes things.


i suppose it's just my liking for exploration, and seeing rewards like 
trophies as something else to explore.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 26, 2011 7:58 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Dark,

Basically, I figure unlocking trophies etc is one good use for arcade
mode. In Guardian of Light you get certain points for performing
various things like time bonuses etc that all go towards unlocking
certain trophies and things like that. So if we add arcade mode this
would be the most practical way of adding replay value.

On 1/26/11, dark d...@xgam.org wrote:

I'm fairly indifferent on the score front, but I love the trophy idea,
exactly as you said, trying to unlock them all is a challenge I really
appreciate.

Beware the grue!

Dark.


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Ryan Strunk
Likely he's a native German speaker. The rules of spelling apply differently
in that language.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Tuesday, January 25, 2011 5:13 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi,
Not to be picky but I'm not sure why you're replacing ps with bs and ts with
ds.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Michael Gauler
Sent: Tuesday, January 25, 2011 7:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only the standard gun as a weapon, with nothing else. Even on
easy that's not really good for your health in the game.
Besides, as you are right, we don't need flying creatures under water, while
skeletons or zombies might be in the water. Besides, if things are
randomiced, you don't know if you can fight a boss or have to run for it.
If I play the current version of the game and I have the sword, I'll fight
the bosses of the two levels currently playable. If not, I'll fire whatever
I currently have, but not to kill, but to get trough that room with as few
damage as possible.
Besides, for the current version I haven't seen the use of scrolls besides
something you can pick up yet. And because I don't know what's in the next
room, there are situations where I whish I'd found something different than
a scroll.
About jumping over trabs:
Before Beta 16 (couldn't use Beta 15 due to unforeseen crash of Windows),
there was that problem when you stood one or two meters from a fire pid and
had to use the view command after every step to find out if you could jump
or not. The fact that panning and adjustments of sounds did not change step
by step also was a problem, because it sounded like you were zero steps away
from the pid, but had a few more to go before jumping. When dealing with
casms, you have that warning sound before you have to jump and I think
before fire or lava you should do it like in Q9. The other problem the older
beta versions had was that when you intended to just walk one step, you
walked more than one step occasionally, but getting one step sound but you
fell into fire because you did not go one step, but at least two...
Also, there is that spike situation in the current level two where you jump
over one to stand exactly between two of them and you have to do another
jump. When I first came to that I died, because I did not know if I had to
walk a few steps before jumping, because it was like with two fire pids
after each other or something. Only after using the view command, I got
aware of that thing. And when finding the next spike trab (more than one)
there were few steps between them.
But doing it like in Q9 is probably the best.
I'd like to have something like the old arcade mode of the old Monti game 
you originally made.
And about riddles: If it is possible to make some riddles that work with 
audio, I'm for doing it. So this could expand the plot of the game, because 
up to now, we only have the first two levels without any cut scenes or some 
other story relevant events. Besides, a goddess surely would protect her 
treasures with more than just zombies and such undeath creatures. If she 
has magic, more things are possible, so if there can be some things like 
jumping on switches in the floor for example, that's a good idea.
Just a short question about trabs and items. What happened to either such 
things as the wanishing platforms to cross some trabs instead of the bridges

or bridges that only hold you for a time before breaking, and something like

the force fields or other timed trabs in general? And last of all, warping 
or teleporting, like the old Monti had, where you can reach other unexplored

areas instead of unlocking and opening regular doors with regular keys?
That's what I have to say for now and I am awaiting the new beta now.
Bye,
Michael 



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Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Darren Duff
I am with you there And the strange thing is I've been blind from birth.
But I have no problems grasping a game like sod or mb. Guess I'm just good
with my o and m? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 11:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Dark,

True enough. Strangely though when it comes to creating level maps in my
mind I can not for the life of me think of them in 2d. I suppose because
when I was sighted I saw everything in 3d so when I start mapping things I
automatically think of things having 3d left, right, up down, front, back.
So part of my problem of thinking of how to draw these levels is imagining
it with only up/down or left/right.

Basically, I suppose a lot of VI gamers have problems with 3d, viewing it as
more complex, but I am totally the opposite. I have a problem with complex
2d worlds because they lack some visual element for me.
So creating a side-scroller, for me, is harder than creating a 3d FPS.

Smile.


On 1/25/11, dark d...@xgam.org wrote:
 That to an extent is true Tom, but equally bare in mind that 2D is 
 spacially easier than 3D.

 Many of the problems some people have with 3D are simply space 
 orientated,  heck, if it weren't for good nav features in the gma 
 engine and terraformers I couldn't play them myself, and in fact find 
 monkey business and technoshock utterly impossible!

 There has never been a complex side scroller in audio, so there is no 
 guide to what is or is not hard.

 Myself, I stil think the hint system I mentioned might be a nice way 
 to balance things out and stop the game from becoming too challenging.

 Beware the grue!

 dark.

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Charles Rivard
I like your thought about the puzzles that are timed.  Those would be 
challenging to not only solve, but to accomplish once you know how to do it. 
Knowing how is one thing, and doing it is another.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 9:59 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments


Hi Charles,

Charles wrote:

Puzzles? Once solved, do they detract from the challenge and replay
value? A classic example of this is the first game put out by
Bavisoft.

My reply:

I don't think so. As long as there are more challenges besides the
puzzles in place there will be plenty to offer a gamer. Especially, if
the puzzle requires certain timing or requires practice.


For example, in Tomb Raider Underworld there is this room with a giant
wheel on the wall. Turning this wheel reveals a trap door hidden in
the ceiling. The catch is that once you turn the wheel all the way it
will start turning the other way closing the trap door. The trick is
to climb the wall, using hand/foot holds, and slip through that trap
door before it closes and llocks you in. So even though you discovered
how to open the trap door it is timed in such a way that you might
save and reload your last checkpoint several times trying to time it
just right.


Charles wrote:

Traps? I like the way that Q9's pits are, in that you can still fall
into pits even with the muddy warning. Could it be possible to place
a landing halfway
across a chasm that you have to judge the location of, time your jump
so as not to go too far or not far enough, or, well, I do like these
vanishing platforms,
so that is also an option.

My reply:

Right. I've thought about that. If there is a huge chasm or lava pit
you might have to jump onto a ledge somewhere in the middle of the
trap and jump from there to the other side. This would require good
timing and/or practice to get it just right. Challenging but could be
done with some practice.

Another thing I've thought about is some sort of grappling hook. In
the Tomb Raider games, at least the newer ones, there are some traps
Lara can't jump over, but she can use her grappling hook to swing
over it. This would require judging where to stand to cast the hook,
where to jump/swing, how long to swing, etc. Plus if we had a
grappling hook we might not need ropes per say.

Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread shaun everiss

I am also with you daren.
ON this email I actually don't spell check.
Saying that I try to be correct when at all possible, I have a 
talking dictionary if I get really stuck.
I used to use a checker heavily for uni work and other work to the 
point that I corrected the word, but didn't give a care if it was 
actually fully correct.
I relied on the checker to fix it, and all I did was write something 
close to the word and then it was fixed.

It mangled my spelling royally.
It also mangled my english and some words I spoke.
English is my number 1 language.
So in fact using a checker like most of us do in a heavy handed 
manner is probably not a good thing either.

At 02:49 a.m. 27/01/2011, you wrote:

I am with you there And the strange thing is I've been blind from birth.
But I have no problems grasping a game like sod or mb. Guess I'm just good
with my o and m?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 11:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Dark,

True enough. Strangely though when it comes to creating level maps in my
mind I can not for the life of me think of them in 2d. I suppose because
when I was sighted I saw everything in 3d so when I start mapping things I
automatically think of things having 3d left, right, up down, front, back.
So part of my problem of thinking of how to draw these levels is imagining
it with only up/down or left/right.

Basically, I suppose a lot of VI gamers have problems with 3d, viewing it as
more complex, but I am totally the opposite. I have a problem with complex
2d worlds because they lack some visual element for me.
So creating a side-scroller, for me, is harder than creating a 3d FPS.

Smile.


On 1/25/11, dark d...@xgam.org wrote:
 That to an extent is true Tom, but equally bare in mind that 2D is
 spacially easier than 3D.

 Many of the problems some people have with 3D are simply space
 orientated,  heck, if it weren't for good nav features in the gma
 engine and terraformers I couldn't play them myself, and in fact find
 monkey business and technoshock utterly impossible!

 There has never been a complex side scroller in audio, so there is no
 guide to what is or is not hard.

 Myself, I stil think the hint system I mentioned might be a nice way
 to balance things out and stop the game from becoming too challenging.

 Beware the grue!

 dark.

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Thomas Ward
Hi Charles,

Yeah. Not only that but from a development point of view it is sort of
hard to add that degree of detail. I mean you have to design the
timing, difficulty, etc to be challenging but not too hard.  To be
honest I'm wondering if I might have bit off more than I can chew.

Smile.


On 1/26/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I like your thought about the puzzles that are timed.  Those would be
 challenging to not only solve, but to accomplish once you know how to do it.
 Knowing how is one thing, and doing it is another.

 ---
 Shepherds are the best beasts!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Hayden Presley
Hi Dark,
Odd...I've had a lot more trouble with Shades of Doom than blank block. Have
you tried the smallest board? I have to admit I've had trouble with the
larger boards, but I do believe I've been able to get them all removed once
without having to move any around. Now if I could dothat again...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, January 26, 2011 1:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Tom, it's actually something of an irony. I've always been able to play 
complex 2d games like Metroid Mega man and turrican, but one of the most 
depressing experiences of my life was when I found at the age of about 14 
that games like Mario 64 and original tomb rader were utterly unplayable, 
both because of lack of contrasting graphics, and because of my spacial 
awareness problem.

Indeed, that was one of the main things that interested me in audio games to

begin with, because playing Shades of doom let me experience something I 
hadn't before. Even so, I stil find some 3D audio games without the correct 
navigation features,  such as monkey business and even lone wolf 
completely unplayable because of the difficulty I have comprehending space.

Someone here mentioned blank block, again a game I find utterly impossible 
myself because I simply cannot maintain a spacial memory of the board, 
neither can I play chess just with audio no matter how good the board review

features are.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 26, 2011 4:12 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments


 Hi Dark,

 True enough. Strangely though when it comes to creating level maps in
 my mind I can not for the life of me think of them in 2d. I suppose
 because when I was sighted I saw everything in 3d so when I start
 mapping things I automatically think of things having 3d left, right,
 up down, front, back. So part of my problem of thinking of how to draw
 these levels is imagining it with only up/down or left/right.

 Basically, I suppose a lot of VI gamers have problems with 3d, viewing
 it as more complex, but I am totally the opposite. I have a problem
 with complex 2d worlds because they lack some visual element for me.
 So creating a side-scroller, for me, is harder than creating a 3d FPS.

 Smile.


 On 1/25/11, dark d...@xgam.org wrote:
 That to an extent is true Tom, but equally bare in mind that 2D is 
 spacially
 easier than 3D.

 Many of the problems some people have with 3D are simply space
 orientated,  heck, if it weren't for good nav features in the gma 
 engine
 and terraformers I couldn't play them myself, and in fact find monkey
 business and technoshock utterly impossible!

 There has never been a complex side scroller in audio, so there is no 
 guide
 to what is or is not hard.

 Myself, I stil think the hint system I mentioned might be a nice way to
 balance things out and stop the game from becoming too challenging.

 Beware the grue!

 dark.

 ---
 Gamers mailing list __ Gamers@audyssey.org
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 gamers-unsubscr...@audyssey.org.
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 http://www.mail-archive.com/gamers@audyssey.org.
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 list,
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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread william lomas
I think we need more advanced elements and puzzles otherwise games we have will 
remain to easy 

On 25 Jan 2011, at 08:13, Thomas Ward wrote:

 Hi everyone,
 
 Okay, here is the deal. Beta 17 is almost ready for public release and
 it may appear as early as Friday/Saturday barring any unforseen
 issues/problems. Which brings me to the point of this e-mail.
 Basically, if there is any last minute comments, suggestions, or input
 you would like to give before the release goes public. In particular a
 few issues I didn't quite get too in my last e-mail on Mysteries of
 the Ancients last week.
 
 A few days ago I sent a post regarding new Mysteries of the Ancients
 levels. Most of you understood this as a question of keeping old
 levels or creating new ones. Unfortunately, I didn't make myself clear
 in that e-mail but I was looking more for suggestions and input on
 various aspects besides that question. So I'll address each of them
 hear directly.
 
 Random Items/Monsters --- I know back in the early days of MOTA this
 was one of the number one requests for the game. Ever since I added it
 some time back it remains one of the top selling points of the game,
 but what you may not know or have considered is that like anything
 else it has pros and cons. As I sit hear thinking about the future of
 the project as a whole I can't help feel like the cons outway the
 advantages of a more triditional mainstream side-scroller without
 random monsters, items, etc.
 
 For one thing I've been playing mainstream games all of my life, and
 the majority of games do not have randomly placed monsters and items.
 Instead monsters and items are usually placed in the same general
 location each and every game with the same general stats. There are a
 number of advantages of doing it this way.
 
 For starts balancing game play. When you have a fully random game like
 we have now you don't really know what monster you will be facing, or
 B, what its stats will be when you do face it. While I don't doubt
 this adds replay value for some gamers I also know it makes it
 impossible to test and balance correctly because I never know from one
 moment to the next what to expect from the game.  Games that have
 fixed monsters and challenges don't generally have this problem.
 
 For example, in the original Tomb Raider game there is a Greek temple
 Lara Croft has to explore in order to find one of the lost pieces of
 the scion. There is a chamber inside the Greek temple with two
 centaurs that were transformed into stone centuries ago. When Lara
 accidently lifts the spell on the centaurs they come to life, and she
 has to fight them to get the missing piece of the scion. Besides being
 a major element of the plot/story they just wouldn't fit anywhere else
 in the game as an enemy. In this case those enemies generally wouldn't
 be good to randomly place in the game.
 
 When it comes to mysteries of the Ancients I often find myself in a
 similar situation. There are certain rooms or areas were one monster
 or enemy is better than another. Rooms were it might be practical not
 to randomize anything and just place items there by default.
 
 For example, imagine swimming underwater. Putting treasures like gold
 coins and gems in the water is perfectly fine since the water couldn't
 damage them. If we were randomly placing items, as we do now,  it
 would put things like ammo, swords, scrolls, etc in the water were we
 wouldn' want those items randomly placed. by all rights the water
 should ruin a scroll rendering it unreadable and worthless so
 randomizing in this case is not cool.
 
 Diddo for the monsters. it is perfectly fine for a skeleton or maybe a
 zombie to be swimming around in the water trying to kill you but it
 wouldn't work for a centaur, harpy, or several other enemy monsters I
 could name.
 
 Plus a lot of games I know have a lot of one kind of enemy on one
 level, and a lot of a different kind on another level. For example,
 level 1 might have an army of skeletons because they are fairly easy
 to kill/fight and while there might be a lot of them around they still
 aren't a serious threat. Later levels might feature harpies, and
 another one centaurs, and another one zombies.
 
 The reason I point this out is that mainstream games often use miner
 enemies in lower levels and progress to more difficult enemies as you
 progress.In Tomb Raider Prophecy, for example, it starts you out with
 fighting gray wolves and ax wielding skeletons. Later levels introduce
 you to more hostile/difficult enemies such as black fire breathing
 wolves, undead priests that cast fireballs, and even the skeletons
 will throw fireballs and stuff at you. Point being there has to be
 some sort of natural progression rather than just randomly mixing it
 all up the way we are doing.
 
 Bottom line, it is hard to write a plot, balance game play, with too
 much random stuff going on. So I really need to know how many really
 think random items and monsters 

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Jacob Kruger
Not too sure relevant at all, but in terms of randomisation closest would 
really think you'd want to go is that on certain levels, the same 
monsters/adversaries might want appear/arrive at different placements, but 
that's about as far as would take it.


In terms of different jumping levels it might be nice, but would also really 
depend on whether or not this would then make it count differently in 
different scenarios/environments.


In terms of puzzles, only thing could think of off-hand - and this might 
also not be 100% suitable for all players liking - would be things like 
possibly 2 parts of a puzzle, with a sort of time limit - so maybe you would 
need to activate a lever on one side, and then activate the second lever on 
the other side within a certain time frame to complete the puzzle as such..?


That's all from my side

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 10:13 AM
Subject: [Audyssey] MOTA Last Minute Comments



Hi everyone,

Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input
you would like to give before the release goes public. In particular a
few issues I didn't quite get too in my last e-mail on Mysteries of
the Ancients last week.

A few days ago I sent a post regarding new Mysteries of the Ancients
levels. Most of you understood this as a question of keeping old
levels or creating new ones. Unfortunately, I didn't make myself clear
in that e-mail but I was looking more for suggestions and input on
various aspects besides that question. So I'll address each of them
hear directly.

Random Items/Monsters --- I know back in the early days of MOTA this
was one of the number one requests for the game. Ever since I added it
some time back it remains one of the top selling points of the game,
but what you may not know or have considered is that like anything
else it has pros and cons. As I sit hear thinking about the future of
the project as a whole I can't help feel like the cons outway the
advantages of a more triditional mainstream side-scroller without
random monsters, items, etc.

For one thing I've been playing mainstream games all of my life, and
the majority of games do not have randomly placed monsters and items.
Instead monsters and items are usually placed in the same general
location each and every game with the same general stats. There are a
number of advantages of doing it this way.

For starts balancing game play. When you have a fully random game like
we have now you don't really know what monster you will be facing, or
B, what its stats will be when you do face it. While I don't doubt
this adds replay value for some gamers I also know it makes it
impossible to test and balance correctly because I never know from one
moment to the next what to expect from the game.  Games that have
fixed monsters and challenges don't generally have this problem.

For example, in the original Tomb Raider game there is a Greek temple
Lara Croft has to explore in order to find one of the lost pieces of
the scion. There is a chamber inside the Greek temple with two
centaurs that were transformed into stone centuries ago. When Lara
accidently lifts the spell on the centaurs they come to life, and she
has to fight them to get the missing piece of the scion. Besides being
a major element of the plot/story they just wouldn't fit anywhere else
in the game as an enemy. In this case those enemies generally wouldn't
be good to randomly place in the game.

When it comes to mysteries of the Ancients I often find myself in a
similar situation. There are certain rooms or areas were one monster
or enemy is better than another. Rooms were it might be practical not
to randomize anything and just place items there by default.

For example, imagine swimming underwater. Putting treasures like gold
coins and gems in the water is perfectly fine since the water couldn't
damage them. If we were randomly placing items, as we do now,  it
would put things like ammo, swords, scrolls, etc in the water were we
wouldn' want those items randomly placed. by all rights the water
should ruin a scroll rendering it unreadable and worthless so
randomizing in this case is not cool.

Diddo for the monsters. it is perfectly fine for a skeleton or maybe a
zombie to be swimming around in the water trying to kill you but it
wouldn't work for a centaur, harpy, or several other enemy monsters I
could name.

Plus a lot of games I know have a lot of one kind of enemy on one
level, and a lot of a different kind on another level. For example,
level 1 might have an army of skeletons because they are fairly easy

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Will,

Yeah, that goes without saying. The big picture here is how to balance
it out so it allows new/inexperienced gamers a serious chanse at
playing plus give advanced gamers like myself something worth buying
and continuing to play for some time to come. To give it replay value
that holds the customer's attention without getting too old or boring
too quickly.

For example, one of the advantages of random monsters/items is no game
is exactly the same game twice. This gives it a lot of replay value.
However, on the flipside because no game is exactly quite the same
I've never been able to properly test it fully or balance out
technical aspects because there is no standardization here. It just is
too random in my book.

Smile.



On 1/25/11, william lomas lomaswill...@googlemail.com wrote:
 I think we need more advanced elements and puzzles otherwise games we have
 will remain to easy

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Sarah Haake

Hi Thomas,

very interesting things you brought up there.

For me personally, the random enemies and items are not important at 
all. I perfectly understand what you said about enemies fitting into a 
plot and so on, and that is a lot more important for me at least. So, I 
would say, just place the enemies and items where you need them. When 
there go more puzzles in the game and the levels get more complex, I 
don't think that would take much from replayability for me.
Besides, the fact that you can let the levels get more complex gradually 
when you know where which enemy goes is a very good point. I would like 
it better when the game starts fairly easy and gets more complex, so 
that I can familiarize with it, rather than getting the most difficult 
enemy right in the first room. And you can place puzzles better when you 
have fixed places for enemies and items anyway.


So, I'd say go with the fixed position for things. I myself played many 
mainstream games when I still had sight and played many sidescrollers 
again and again, and all enemies and items were at the same place all 
the time, too.


Concerning standart and arcade mode, I don't need this feature that 
badly. If you have more time for level design, puzzle design etc. when 
you leave this feature out, I'd say go for it. It's not really important 
for me to have both.


Your idea with varying the length of jummps sounds perfectly ok for me. 
I'd rather have a warning before the jump and then have to time it 
right, than to have no warning at all. So, this seems to be a good 
solution for me.


No about puzzles.
Since I myself played many mainstream games, I'm used to the sort of 
puzzles tat where used there and have no problem with them being in an 
audiogame, too. Not only that, but it would add more fun for me in the 
game and I would more likely want to play it more then once.
Maybe you also can start fairly easy here in the first few levels, so 
that people who are not used to this sort of thing can adapt to it and 
get more complex later on. But all in all, I think that good puzzles are 
also playable for a person completely new to the concept, as long as 
they are implemented well enough to give a totally blind gamer with no 
visual conception of things enough hints and audible feedback to get 
past them.


Well, so much for my two cents. *smiles*

Best regards
Sarah 



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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
I'm in favor of taking out randomness.
I'm not overly concerned with scoring.
My biggest point in this email, though:
In the Tomb Raider games puzzles range from using a
specific lever/switch to unlock a door to more advanced puzzles like
jumping on certain pressure switches,hidden in the floor, in a certain
order, to unlock a hidden passage, etc. All pretty cool, but I fear
might be too advanced for most Vi gamers.
As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.
One of my biggest gripes with audio games to this point has been their
overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
Monkey Business took a day and a half. Super Liam took another day.
All of these games were fun in their own right, but nothing has
compared--especially in action/adventure titles--to mainstream difficulty.
It's disheartening to pay 30 to 50 dollars for a title only to have
completed it and exhausted much of the replay value within 48 hours.
You have the power to change that.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 2:13 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Last Minute Comments

Hi everyone,

Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input
you would like to give before the release goes public. In particular a
few issues I didn't quite get too in my last e-mail on Mysteries of
the Ancients last week.

A few days ago I sent a post regarding new Mysteries of the Ancients
levels. Most of you understood this as a question of keeping old
levels or creating new ones. Unfortunately, I didn't make myself clear
in that e-mail but I was looking more for suggestions and input on
various aspects besides that question. So I'll address each of them
hear directly.

Random Items/Monsters --- I know back in the early days of MOTA this
was one of the number one requests for the game. Ever since I added it
some time back it remains one of the top selling points of the game,
but what you may not know or have considered is that like anything
else it has pros and cons. As I sit hear thinking about the future of
the project as a whole I can't help feel like the cons outway the
advantages of a more triditional mainstream side-scroller without
random monsters, items, etc.

For one thing I've been playing mainstream games all of my life, and
the majority of games do not have randomly placed monsters and items.
Instead monsters and items are usually placed in the same general
location each and every game with the same general stats. There are a
number of advantages of doing it this way.

For starts balancing game play. When you have a fully random game like
we have now you don't really know what monster you will be facing, or
B, what its stats will be when you do face it. While I don't doubt
this adds replay value for some gamers I also know it makes it
impossible to test and balance correctly because I never know from one
moment to the next what to expect from the game.  Games that have
fixed monsters and challenges don't generally have this problem.

For example, in the original Tomb Raider game there is a Greek temple
Lara Croft has to explore in order to find one of the lost pieces of
the scion. There is a chamber inside the Greek temple with two
centaurs that were transformed into stone centuries ago. When Lara
accidently lifts the spell on the centaurs they come to life, and she
has to fight them to get the missing piece of the scion. Besides being
a major element of the plot/story they just wouldn't fit anywhere else
in the game as an enemy. In this case those enemies generally wouldn't
be good to randomly place in the game.

When it comes to mysteries of the Ancients I often find myself in a
similar situation. There are certain rooms or areas were one monster
or enemy is better than another. Rooms were it might be practical not
to randomize anything and just place items there by default.

For example, imagine swimming underwater. Putting treasures like gold
coins and gems in the water is perfectly fine since the water couldn't
damage them. If we were randomly placing items, as we do now,  it
would put things like ammo, swords, scrolls, etc in the water were we
wouldn' want those items randomly placed. by all rights the water
should ruin a scroll rendering it unreadable and worthless so
randomizing in this case is not cool.

Diddo for the monsters. it is perfectly fine for a skeleton or maybe a
zombie to be swimming around in the water trying to kill you but it
wouldn't work for a centaur, harpy, or several other enemy monsters I
could name.

Plus 

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss

hi tom.
Ok, I aggree with you on the monsters thing.
There are 2 ways you could accomplish this.
1.  have randomised monsters per location.
That is every location where monsters exist as is in the current 
release can have randomised monsters, unless for example these don't 
fit in which case you can have one type of monster, this includes minor bosses.
2.  you could have one type of monster on each level getting harder, 
issue is this.

THere are 2 ways to do this.
each monster gets numerous the further you go, ending at a boss for that level.
Then the next level has another type of monster.
and then a harder boss.
At some point all monsters could potentually exist at once in one 
room or every room at once, getting harder and harder and harder like 
battlezone which i have to cheat to win.
Eventually you could end up with this mucho major mega powerfull 
unstoppable boss.

The pros, sounds good.
THe cons, it would probably drive loads of players away.  Even I 
doubt that even I could face it all.
The other way is to forget experience levels and like superliam just 
get it harder and harder to the final boss, but this means you can 
only really have one boss though like in sl you can have minor bosses.

2.  traps and such.
I have no idea about the traps but keeping the traps as they are 
would be my vote.


3.  locking system.
I have no idea if You have the code still but if you had the levers 
and keys systems both in then that would be good though I usually get 
everything I can get.


Having the ability of monsters dodjing your fire if they are fast 
enough is another thing meaning you have to change direction.

Next, random monsters can have items and bosses can always have items.
Having impassable areas with maybe switches, levers and maybe moving 
rocks or something I don't know.

I doubt that I would care for random question answer riddles or switches.
   At 09:13 p.m. 25/01/2011, you wrote:

Hi everyone,

Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input
you would like to give before the release goes public. In particular a
few issues I didn't quite get too in my last e-mail on Mysteries of
the Ancients last week.

A few days ago I sent a post regarding new Mysteries of the Ancients
levels. Most of you understood this as a question of keeping old
levels or creating new ones. Unfortunately, I didn't make myself clear
in that e-mail but I was looking more for suggestions and input on
various aspects besides that question. So I'll address each of them
hear directly.

Random Items/Monsters --- I know back in the early days of MOTA this
was one of the number one requests for the game. Ever since I added it
some time back it remains one of the top selling points of the game,
but what you may not know or have considered is that like anything
else it has pros and cons. As I sit hear thinking about the future of
the project as a whole I can't help feel like the cons outway the
advantages of a more triditional mainstream side-scroller without
random monsters, items, etc.

For one thing I've been playing mainstream games all of my life, and
the majority of games do not have randomly placed monsters and items.
Instead monsters and items are usually placed in the same general
location each and every game with the same general stats. There are a
number of advantages of doing it this way.

For starts balancing game play. When you have a fully random game like
we have now you don't really know what monster you will be facing, or
B, what its stats will be when you do face it. While I don't doubt
this adds replay value for some gamers I also know it makes it
impossible to test and balance correctly because I never know from one
moment to the next what to expect from the game.  Games that have
fixed monsters and challenges don't generally have this problem.

For example, in the original Tomb Raider game there is a Greek temple
Lara Croft has to explore in order to find one of the lost pieces of
the scion. There is a chamber inside the Greek temple with two
centaurs that were transformed into stone centuries ago. When Lara
accidently lifts the spell on the centaurs they come to life, and she
has to fight them to get the missing piece of the scion. Besides being
a major element of the plot/story they just wouldn't fit anywhere else
in the game as an enemy. In this case those enemies generally wouldn't
be good to randomly place in the game.

When it comes to mysteries of the Ancients I often find myself in a
similar situation. There are certain rooms or areas were one monster
or enemy is better than another. Rooms were it might be practical not
to randomize anything and just place items there by default.

For example, imagine swimming underwater. Putting treasures like gold
coins and gems in the water 

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
well you could remove the randomised code while you test it and then 
add it back in later if you cared to.
Issue is once people know where everything is then it won't matter if 
you have the game or not.

At 09:43 p.m. 25/01/2011, you wrote:

Hi Will,

Yeah, that goes without saying. The big picture here is how to balance
it out so it allows new/inexperienced gamers a serious chanse at
playing plus give advanced gamers like myself something worth buying
and continuing to play for some time to come. To give it replay value
that holds the customer's attention without getting too old or boring
too quickly.

For example, one of the advantages of random monsters/items is no game
is exactly the same game twice. This gives it a lot of replay value.
However, on the flipside because no game is exactly quite the same
I've never been able to properly test it fully or balance out
technical aspects because there is no standardization here. It just is
too random in my book.

Smile.



On 1/25/11, william lomas lomaswill...@googlemail.com wrote:
 I think we need more advanced elements and puzzles otherwise games we have
 will remain to easy

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark

Hi tom.

The chief reason I can see for random monsters, is to provide interest in 
the rest of your game.


Gameplay wise Q9 scores over superliam in my book because while they have 
basically the same formular, walk along left to right, jump holes, smack 
stuff when close etc, q9 has randomly occurring monsters so that there is no 
possibility of just learning where things are.


That being said, there really aren't many other factors to play with in a 
game like Q9. it has pits, it has monsters and power ups and that's it. No 
spaces to explore and certainly no puzles. Therefore the randomness makes up 
for this very nicely.


In a conventional side scroller though, if the game mechanics, level size 
and difficulty are sufficiently worked out, there is more than enough to 
keep the gamer busy.


Why are people even now stil playing games like original mario brothers and 
super metroid, even when they know the enemy positions very well.


Because, the mechanics are stil a challenge, even if you do know where 
things are.


I personally love discovering area specific enemies and bosses, and would 
much rather have this than randomness, - especially if the levels were 
far larger.


As to puzles and traps, how about an easy mode for compromise.

I'm not just thinking here of mucking about with game mechanics, but of 
something potentially plot specific which could provide audio help similar 
to the eva in shades of doom.


Say, on easy mode angela takes a radio with her and has a mate on the 
surface with a sonar scanner who's monitoring the temple.


Contacting this person in game will give her hints,  for instance 
that's a pretty big fire pit, it'll take a major jump or I can trace 
workings running from that door to a leaver somewhere above and to the left


A very similar system was used in Mega man aniversary collection, the 
rerelease of all the classic series games on the gamecube and ps2, where 
pausing the game would cause Dr. Light, roll, or some other of Mega man's 
allies to pop up with hints about especially difficult places in each level.


This also doesn't mean you need to muck about with game mechanics for 
difficulty levels, altering monsters hp or turning on and off ledge warnings 
etc.


Btw, I know LAra croft is something of a lone wolf, but Lara is also 
english! there's no reason for Angela to be exactly the same.


As for voice acting, yes, it would probably take a fair few lines. However, 
there are certainly people in the audio games community who might be able to 
help,  including myself,  assuming you don't mind Angela having an 
English tech specialist assistant ;d.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan,

Ryan wrote:

As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.

My reply:

That's quite true, but my concern is actually translating some of
these complex puzzles into audio. Some of the things in Tomb Raider
are extremely visual, challenging, and not the easiest thing to pull
off even if you can see. That's what makes people keep buying those
games.

For example, recently my wife purchased a copy of the latest
installment of the Tomb Raider saga for me, Guardian of Light, which
is arguably the best Tomb Raider title in years. It is challenging,
very fast paced, has great replay value, and well is a real treat for
TR fans.

Anyway, On level one there is this large spike pit Lara Croft has to
cross. She can't jump over it, can't swing over it, can't walk over
it, and can't run over it. It is one of those cases that will have you
scratching your head wondering how to get passed that trap. As it
turns out on the other side of the trap there is this picture on the
wall which is in fact a pressure switch. If you throw a spear at it or
shoot it with Lara's magnum it will cause the spikes to lower, and
Lara can cross safely to the other side.

In a visual game they can hide a solution like that in plane view and
it still requires a bit of guess work and trial and error. In an audio
game how do you clue someone in that there is a certain place on the
wall they must shoot?

If you make some sort of audio indication this is were you must shoot
then you give the solution to the puzzle away. If you use the view
command to tell them that the picture is there it isn't as much of a
dead give away, but could cause trouble aiming at the picture.  Either
way, converting puzzles like that to audio are difficult, and I'm not
quite sure how to do it in an accessible format.

Ryan wroe:
overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
Monkey Business took a day and a half. Super Liam took another day.
All of these games were fun in their own right, but nothing has
compared--especially in action/adventure titles--to mainstream difficulty.

My reply:

I know the feeling. That's why I want to break out of the simple game
mold we have set for ourselves.


Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark,

Dark wrote:

As to puzles and traps, how about an easy mode for compromise.
I'm not just thinking here of mucking about with game mechanics, but
of something
potentially plot specific which could provide audio help similar to
the eva in shades
of doom.

Say, on easy mode angela takes a radio with her and has a mate on the
surface with
a sonar scanner who's monitoring the temple.
Contacting this person in game will give her hints,  for instance
that's a pretty
big fire pit, it'll take a major jump or I can trace workings
running from that
door to a leaver somewhere above and to the left

My reply:

That's not a bad idea. It is something to think about. I'll give it
some thought.

Dark wrote:

Btw, I know LAra croft is something of a lone wolf, but Lara is also
english! there's
no reason for Angela to be exactly the same.

My reply:

Well, Lara Croft isn't quite the lone wolf she once was. In newer
games like the recently released Guardian of Light you can play other
characters besides Lara Croft who are helping her with her quest. If
you play in two player mode one person can play Lara and the other can
play her friend, forget the name, who is a Mayan warrior. This may
actually be one of the factors why Guardian of Light has such high
reviews. Besides game packs, good game play, etc you don't have to
play Lara solo if you don't want too. You can play the game from
different characters' perspectives.


Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak

Hi Thomas,
I am not sure why you can not have random monsters and specific monsters.
The skeletons and other low level monsters should be random and show up 
everywhere and on all levels.
But then you should have another specific monster class that shows up only 
where and when you decide.
In the Sarah game, I decide which monsters show up on each level and how 
many of them. Then I also adjust the number and type plus adjusting their 
capabilities before the level starts depending on your difficulty setting.


Phil 



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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Shaun,

As I said in a prier e-mail doing that wouldn't really work. I could
never balance the game that way. Let me explain it another way.

Let's assume you enter the first room and you have a pistol with 15
rounds of ammo. There is a big ugly skeleton in their with a rusty
dagger in his hand. Okay, killing that skeleton is easy. it is a
freeby. More or less to get you into the game. Now, on a later level
you might encounter a couple of centaurs. They take 15 rounds of ammo
each to kill so you need a more powerful gun like a shotgun, uzi,
whatever. That's fine since I could assume you have found said weapon
earlier in the game and will balance out the hit points with the more
powerful weapon or weapons.

Now, assume I decide to go back and randomize things. Suddenly you
enter room one with 15 rounds of ammo and there is a centaur in there
you need a shotgun or uzi to kill. The game is absolutely unbalanced
because that enemy requires a more powerful weapon and ammo you
currently do not have yet. See the problem?

This has been the key issue in writing the game. In order to design
smooth and good game mechanics I have to assume you have a certain
weapon or weapons to fight this or that enemy. If you randomize it,
mix it all up, you might not find that weapon until the next level
when you need it right now. That's why I haven't made it so you need a
sword to kill certain bosses because I never could depend on that
magical item being there when you or I needed it.

Cheers!




On 1/25/11, shaun everiss sm.ever...@gmail.com wrote:
 well you could remove the randomised code while you test it and then
 add it back in later if you cared to.
 Issue is once people know where everything is then it won't matter if
 you have the game or not.

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak

Hi Thomas,
Another suggestion about the placement of monsters.
How about no random monsters, so they are positioned exactly where you want 
them.
But then have a random removal of those monsters function at the start of 
each level.
Phil 



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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Phil,

Phil wrote:

I am not sure why you can not have random monsters and specific monsters.

In the Sarah game, I decide which monsters show up on each level and
how many of them. Then I also adjust the number and type plus
adjusting their capabilities
before the level starts depending on your difficulty setting.

My reply:

Two reasons.

To begin with I never wrote the game or game engine specifically  with
random items and monsters in mind. That was added well after the game
and engine was in development.

For one thing, instead of randomly placing items at the start of the
level as you do in Sarah everything is randomly created right on the
spot. If you leave room 1 and enter room 2 it automatically randomly
places a monster and/or items in the room at the same time. As a
result I can't limit the number of items, monsters, or anything else
because all of this needs to be handled before the level starts not
after. It's a pretty poor design and I know it. As I said, it was
suppose to be a quick fix not a long term solution.

This poor design is the cause of various other problems with the game.
One, I can't limit the number of items or monsters per level. Two, you
can't hear items as soon as you open the door because they aren't
there until you actually enter the room. Third if you save and reload
from your checkpoint everything will be totally different making it
easier or harder than it would have been before just because not all
of the rooms were filled with items and enemies.

Of course, all of these issues can be fixed. However, what it takes is
ripping out the temp random code and creating a better solution. This
will take time to do, and if I'm going to rewrite the random
monster/item code to do it right I want to be sure this is a serious
issue for people or not.

Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
Hey Tom,

That puzzle was used in technoshock, albeit with a bit more simplicity.
S
P
O
I
L
E
R
S
P
A
C
E
On one of the levels there's a switch you need to press to get the
teleporter to pop up on your side of a pit. The switch is too far away,
though, so you have to ponder it until you get frustrated/wise enough to
shoot it.
I think descriptions of things like architecture throughout the level could
take care of a lot of that, especially if you did them textually. Throw in a
few red herring, and people will have to think about it a lot more.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 5:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Ryan,

Ryan wrote:

As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.

My reply:

That's quite true, but my concern is actually translating some of
these complex puzzles into audio. Some of the things in Tomb Raider
are extremely visual, challenging, and not the easiest thing to pull
off even if you can see. That's what makes people keep buying those
games.

For example, recently my wife purchased a copy of the latest
installment of the Tomb Raider saga for me, Guardian of Light, which
is arguably the best Tomb Raider title in years. It is challenging,
very fast paced, has great replay value, and well is a real treat for
TR fans.

Anyway, On level one there is this large spike pit Lara Croft has to
cross. She can't jump over it, can't swing over it, can't walk over
it, and can't run over it. It is one of those cases that will have you
scratching your head wondering how to get passed that trap. As it
turns out on the other side of the trap there is this picture on the
wall which is in fact a pressure switch. If you throw a spear at it or
shoot it with Lara's magnum it will cause the spikes to lower, and
Lara can cross safely to the other side.

In a visual game they can hide a solution like that in plane view and
it still requires a bit of guess work and trial and error. In an audio
game how do you clue someone in that there is a certain place on the
wall they must shoot?

If you make some sort of audio indication this is were you must shoot
then you give the solution to the puzzle away. If you use the view
command to tell them that the picture is there it isn't as much of a
dead give away, but could cause trouble aiming at the picture.  Either
way, converting puzzles like that to audio are difficult, and I'm not
quite sure how to do it in an accessible format.

Ryan wroe:
overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
Monkey Business took a day and a half. Super Liam took another day.
All of these games were fun in their own right, but nothing has
compared--especially in action/adventure titles--to mainstream difficulty.

My reply:

I know the feeling. That's why I want to break out of the simple game
mold we have set for ourselves.


Cheers!

---
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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Karl Belanger
Here are my thoughts:
As for randomized monsters and items, I have definitely experienced how
things can be unbalanced, and I would be OK with completely unrandomizing
things. Or, what about partial randomization? For example, you could only
allow skeletons and zombies on level 1, add in centaurs on level 2, etc. but
let the actual placement of them be randomized. Also, you could disallow
scrolls and weapons if the room contained water. Then you can also make
rooms which need to have something specific for some reason contain that
specific object.
As for puzzles and traps, I 
Would recommend you add in more difficult traps. I am going to illustrate a
point with a puzzle from the last level of technoshock so:
S
P
O
I
L
E
R
As per your example with the pit in tomb rader, I will take a puzzle from
Technoshock. On level 6, you start out in a room with a switch and no
obvious way out. This is something which is quite similar to the very first
level in which there are two rooms with a switch and an electric force
field. So, you walk up and flip the switch...immediately falling into the
pit which just opened beneath you. You must stand back, shoot the switch,
then quickly turn around and jump the pit which has also opened behind you
before the door closes. Things like this would be very easy to do in MOTA. I
like Dark's idea of using sound for various decorations and floor surfaces
which sometimes do something and sometimes don't. I wouldn't let uncertainty
of how to do something in audio hold you back from trying something. Ask
your beta team and/or the list for ideas on how to do a given trap. You
could also put a trap into a private beta and see how your team handles it.
Two things that the very original Montezuma's Revenge by Alchemy had which I
would like to see in MOTA are vines which you would gradually slide down,
forcing you to keep climbing back up or fall off the bottom, and treasures
which you had to react quickly to catch. I would also like to see the
burning rope concept return to MOTA.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 3:13 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Last Minute Comments

Hi everyone,

Okay, here is the deal. Beta 17 is almost ready for public release and it
may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input you
would like to give before the release goes public. In particular a few
issues I didn't quite get too in my last e-mail on Mysteries of the Ancients
last week.

A few days ago I sent a post regarding new Mysteries of the Ancients levels.
Most of you understood this as a question of keeping old levels or creating
new ones. Unfortunately, I didn't make myself clear in that e-mail but I was
looking more for suggestions and input on various aspects besides that
question. So I'll address each of them hear directly.

Random Items/Monsters --- I know back in the early days of MOTA this was one
of the number one requests for the game. Ever since I added it some time
back it remains one of the top selling points of the game, but what you may
not know or have considered is that like anything else it has pros and cons.
As I sit hear thinking about the future of the project as a whole I can't
help feel like the cons outway the advantages of a more triditional
mainstream side-scroller without random monsters, items, etc.

For one thing I've been playing mainstream games all of my life, and the
majority of games do not have randomly placed monsters and items.
Instead monsters and items are usually placed in the same general location
each and every game with the same general stats. There are a number of
advantages of doing it this way.

For starts balancing game play. When you have a fully random game like we
have now you don't really know what monster you will be facing, or B, what
its stats will be when you do face it. While I don't doubt this adds replay
value for some gamers I also know it makes it impossible to test and balance
correctly because I never know from one moment to the next what to expect
from the game.  Games that have fixed monsters and challenges don't
generally have this problem.

For example, in the original Tomb Raider game there is a Greek temple Lara
Croft has to explore in order to find one of the lost pieces of the scion.
There is a chamber inside the Greek temple with two centaurs that were
transformed into stone centuries ago. When Lara accidently lifts the spell
on the centaurs they come to life, and she has to fight them to get the
missing piece of the scion. Besides being a major element of the plot/story
they just wouldn't fit anywhere else in the game as an enemy. In this case
those enemies generally wouldn't be good to randomly place in the game.

When it comes to mysteries of the 

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Philip Bennefall

Hi Thomas,

I would personally very much suggest that you do this, both from a gamer's 
and a developer's standpoint. From a gamer's because it provides for more 
realism since, as you say, you can actually hear monsters properly etc and 
it provides for some randomization while still following your plot with 
specific monsters in specific places. And from a developer's because it just 
makes the whole thing a lot easier to maintain, balance, and customize. If 
you generate everything at the start of the level you have a boatload of 
extra control that you lack with the design you currently describe. This of 
course does not mean that you need to have all the  sounds playing at once 
since that kills hardware a lot more than just loading them and having them 
in ram. What I do in Q9 is load one copy of every sound, and then use those 
to clone things whenever they get near enough to be heard. So essentially I 
do start the sounds for things on the fly as they approach, but they are 
just being cloned so you get no lag. The original buffers that actually 
allocated the memory are kept silent, in a separate preload list.


Just my two cents.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 1:20 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments


Hi Phil,

Phil wrote:

I am not sure why you can not have random monsters and specific monsters.

In the Sarah game, I decide which monsters show up on each level and
how many of them. Then I also adjust the number and type plus
adjusting their capabilities
before the level starts depending on your difficulty setting.

My reply:

Two reasons.

To begin with I never wrote the game or game engine specifically  with
random items and monsters in mind. That was added well after the game
and engine was in development.

For one thing, instead of randomly placing items at the start of the
level as you do in Sarah everything is randomly created right on the
spot. If you leave room 1 and enter room 2 it automatically randomly
places a monster and/or items in the room at the same time. As a
result I can't limit the number of items, monsters, or anything else
because all of this needs to be handled before the level starts not
after. It's a pretty poor design and I know it. As I said, it was
suppose to be a quick fix not a long term solution.

This poor design is the cause of various other problems with the game.
One, I can't limit the number of items or monsters per level. Two, you
can't hear items as soon as you open the door because they aren't
there until you actually enter the room. Third if you save and reload
from your checkpoint everything will be totally different making it
easier or harder than it would have been before just because not all
of the rooms were filled with items and enemies.

Of course, all of these issues can be fixed. However, what it takes is
ripping out the temp random code and creating a better solution. This
will take time to do, and if I'm going to rewrite the random
monster/item code to do it right I want to be sure this is a serious
issue for people or not.

Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Lori Duncan
Hi tom I personally preffer the randomness of the game, it keeps the player 
on their toes and doesn't become boring to expect the same monsters in the 
same places all of the time.  I know of a few games where the monsters are 
always in the same place and good though they are, a bit of randomness is a 
good replay value for the game.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 8:13 AM
Subject: [Audyssey] MOTA Last Minute Comments



Hi everyone,

Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input
you would like to give before the release goes public. In particular a
few issues I didn't quite get too in my last e-mail on Mysteries of
the Ancients last week.

A few days ago I sent a post regarding new Mysteries of the Ancients
levels. Most of you understood this as a question of keeping old
levels or creating new ones. Unfortunately, I didn't make myself clear
in that e-mail but I was looking more for suggestions and input on
various aspects besides that question. So I'll address each of them
hear directly.

Random Items/Monsters --- I know back in the early days of MOTA this
was one of the number one requests for the game. Ever since I added it
some time back it remains one of the top selling points of the game,
but what you may not know or have considered is that like anything
else it has pros and cons. As I sit hear thinking about the future of
the project as a whole I can't help feel like the cons outway the
advantages of a more triditional mainstream side-scroller without
random monsters, items, etc.

For one thing I've been playing mainstream games all of my life, and
the majority of games do not have randomly placed monsters and items.
Instead monsters and items are usually placed in the same general
location each and every game with the same general stats. There are a
number of advantages of doing it this way.

For starts balancing game play. When you have a fully random game like
we have now you don't really know what monster you will be facing, or
B, what its stats will be when you do face it. While I don't doubt
this adds replay value for some gamers I also know it makes it
impossible to test and balance correctly because I never know from one
moment to the next what to expect from the game.  Games that have
fixed monsters and challenges don't generally have this problem.

For example, in the original Tomb Raider game there is a Greek temple
Lara Croft has to explore in order to find one of the lost pieces of
the scion. There is a chamber inside the Greek temple with two
centaurs that were transformed into stone centuries ago. When Lara
accidently lifts the spell on the centaurs they come to life, and she
has to fight them to get the missing piece of the scion. Besides being
a major element of the plot/story they just wouldn't fit anywhere else
in the game as an enemy. In this case those enemies generally wouldn't
be good to randomly place in the game.

When it comes to mysteries of the Ancients I often find myself in a
similar situation. There are certain rooms or areas were one monster
or enemy is better than another. Rooms were it might be practical not
to randomize anything and just place items there by default.

For example, imagine swimming underwater. Putting treasures like gold
coins and gems in the water is perfectly fine since the water couldn't
damage them. If we were randomly placing items, as we do now,  it
would put things like ammo, swords, scrolls, etc in the water were we
wouldn' want those items randomly placed. by all rights the water
should ruin a scroll rendering it unreadable and worthless so
randomizing in this case is not cool.

Diddo for the monsters. it is perfectly fine for a skeleton or maybe a
zombie to be swimming around in the water trying to kill you but it
wouldn't work for a centaur, harpy, or several other enemy monsters I
could name.

Plus a lot of games I know have a lot of one kind of enemy on one
level, and a lot of a different kind on another level. For example,
level 1 might have an army of skeletons because they are fairly easy
to kill/fight and while there might be a lot of them around they still
aren't a serious threat. Later levels might feature harpies, and
another one centaurs, and another one zombies.

The reason I point this out is that mainstream games often use miner
enemies in lower levels and progress to more difficult enemies as you
progress.In Tomb Raider Prophecy, for example, it starts you out with
fighting gray wolves and ax wielding skeletons. Later levels introduce
you to more hostile/difficult enemies such as black fire breathing
wolves, undead priests that cast fireballs, and even the skeletons
will throw 

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Michael Gauler

Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only the standard gun as a weapon, with nothing else. Even on
easy that's not really good for your health in the game.
Besides, as you are right, we don't need flying creatures under water, while
skeletons or zombies might be in the water. Besides, if things are
randomiced, you don't know if you can fight a boss or have to run for it.
If I play the current version of the game and I have the sword, I'll fight
the bosses of the two levels currently playable. If not, I'll fire whatever
I currently have, but not to kill, but to get trough that room with as few
damage as possible.
Besides, for the current version I haven't seen the use of scrolls besides
something you can pick up yet. And because I don't know what's in the next
room, there are situations where I whish I'd found something different than
a scroll.
About jumping over trabs:
Before Beta 16 (couldn't use Beta 15 due to unforeseen crash of Windows),
there was that problem when you stood one or two meters from a fire pid and
had to use the view command after every step to find out if you could jump
or not. The fact that panning and adjustments of sounds did not change step
by step also was a problem, because it sounded like you were zero steps away
from the pid, but had a few more to go before jumping. When dealing with
casms, you have that warning sound before you have to jump and I think
before fire or lava you should do it like in Q9. The other problem the older
beta versions had was that when you intended to just walk one step, you
walked more than one step occasionally, but getting one step sound but you
fell into fire because you did not go one step, but at least two...
Also, there is that spike situation in the current level two where you jump
over one to stand exactly between two of them and you have to do another
jump. When I first came to that I died, because I did not know if I had to
walk a few steps before jumping, because it was like with two fire pids
after each other or something. Only after using the view command, I got
aware of that thing. And when finding the next spike trab (more than one)
there were few steps between them.
But doing it like in Q9 is probably the best.
I'd like to have something like the old arcade mode of the old Monti game 
you originally made.
And about riddles: If it is possible to make some riddles that work with 
audio, I'm for doing it. So this could expand the plot of the game, because 
up to now, we only have the first two levels without any cut scenes or some 
other story relevant events. Besides, a goddess surely would protect her 
treasures with more than just zombies and such undeath creatures. If she 
has magic, more things are possible, so if there can be some things like 
jumping on switches in the floor for example, that's a good idea.
Just a short question about trabs and items. What happened to either such 
things as the wanishing platforms to cross some trabs instead of the bridges 
or bridges that only hold you for a time before breaking, and something like 
the force fields or other timed trabs in general? And last of all, warping 
or teleporting, like the old Monti had, where you can reach other unexplored 
areas instead of unlocking and opening regular doors with regular keys?

That's what I have to say for now and I am awaiting the new beta now.
Bye,
Michael 




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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton

Hi,
To be honest though, it all depends on just how complex something is. There 
are some games that I just cannot play because of the complexity of it. For 
example, I can't do some of the games where you can turn at angles etc, like 
Shades of Doom, Monkey Business etc. I purchased some of the titles so that 
I could really sit down and study them, but I feel it's just been a waste of 
my money. Same with the puzzles. True, once I beat Chillingham I was happy, 
but while I couldn't do those puzzles I was constantly frustrated as to 
which way I should go and what I should do. Games like Change Reaction, 
Monkey Business, 15 Numbers, Sudoku, Blankblock etc are just so complicated 
for me. Even my partner struggles with these sorts of games. Whether it's 
the blindness, the way we've been taught, or other conditions we have, I 
don't know. But the only games that we did on our own that has some degree 
of what we call complexity are tank commander, the last crusade and descent 
into madness.
If you couldn't see the picture, or in the case of an audiogame hear the 
object, then how are we supposed to know exactly how to do something? If 
there is no logic behind it, like for example the puzzle in Chillingham used 
to open the back door in the church...

I'm pretty much flustered over it all.
Regards,
Damien.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 11:07 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Ryan,

Ryan wrote:

As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.

My reply:

That's quite true, but my concern is actually translating some of
these complex puzzles into audio. Some of the things in Tomb Raider
are extremely visual, challenging, and not the easiest thing to pull
off even if you can see. That's what makes people keep buying those
games.

For example, recently my wife purchased a copy of the latest
installment of the Tomb Raider saga for me, Guardian of Light, which
is arguably the best Tomb Raider title in years. It is challenging,
very fast paced, has great replay value, and well is a real treat for
TR fans.

Anyway, On level one there is this large spike pit Lara Croft has to
cross. She can't jump over it, can't swing over it, can't walk over
it, and can't run over it. It is one of those cases that will have you
scratching your head wondering how to get passed that trap. As it
turns out on the other side of the trap there is this picture on the
wall which is in fact a pressure switch. If you throw a spear at it or
shoot it with Lara's magnum it will cause the spikes to lower, and
Lara can cross safely to the other side.

In a visual game they can hide a solution like that in plane view and
it still requires a bit of guess work and trial and error. In an audio
game how do you clue someone in that there is a certain place on the
wall they must shoot?

If you make some sort of audio indication this is were you must shoot
then you give the solution to the puzzle away. If you use the view
command to tell them that the picture is there it isn't as much of a
dead give away, but could cause trouble aiming at the picture.  Either
way, converting puzzles like that to audio are difficult, and I'm not
quite sure how to do it in an accessible format.

Ryan wroe:
overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
Monkey Business took a day and a half. Super Liam took another day.
All of these games were fun in their own right, but nothing has
compared--especially in action/adventure titles--to mainstream difficulty.

My reply:

I know the feeling. That's why I want to break out of the simple game
mold we have set for ourselves.


Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Karl,

Thanks for the comments.

As for your comment about partial randomization that's part of the
problem. As I was explaining to Phil earlier when I added that random
code I didn't do it in such a way that would provide partial
randomization or take certain types of special conditions into
account. I was in a bit of a hurry to get the feature in the game,
just put in a quicky to please people, and as a result it was very
poorly designed from the outset. Now, of course I sorely regret that
decision as I'm looking at an extensive rewrite of a fair amount of
code to fix it, or just turn it off and just placeing things where
they should go.

As for sliding vines etc I liked that too, but there are somethings
that don't really fit into the Mysteries of the Ancients storyline.
This is suppose to be an ancient Greek temple/tomb and jungle vines
just wouldn't fit into this particular storyline. Of course, if we
were to return to South America using the Incas, Aztecs, or Mayans
then that would be perfectly fine.

Now, that we are on the topic in a way I sort of wish I had stuck with
the Aztecs, Mayans, or Incas instead of relocating the game to grease.
For one thing I could have a jungle level avoiding quicksand, fighting
giant snakes, enemy tomb robbers, sliding vines, etc. Ah, well,
another idea for another game I suppose.

Cheers!


On 1/25/11, Karl Belanger karl.belan...@comcast.net wrote:
 Here are my thoughts:
 As for randomized monsters and items, I have definitely experienced how
 things can be unbalanced, and I would be OK with completely unrandomizing
 things. Or, what about partial randomization? For example, you could only
 allow skeletons and zombies on level 1, add in centaurs on level 2, etc. but
 let the actual placement of them be randomized. Also, you could disallow
 scrolls and weapons if the room contained water. Then you can also make
 rooms which need to have something specific for some reason contain that
 specific object.
 As for puzzles and traps, I
 Would recommend you add in more difficult traps. I am going to illustrate a
 point with a puzzle from the last level of technoshock so:
 S
 P
 O
 I
 L
 E
 R
 As per your example with the pit in tomb rader, I will take a puzzle from
 Technoshock. On level 6, you start out in a room with a switch and no
 obvious way out. This is something which is quite similar to the very first
 level in which there are two rooms with a switch and an electric force
 field. So, you walk up and flip the switch...immediately falling into the
 pit which just opened beneath you. You must stand back, shoot the switch,
 then quickly turn around and jump the pit which has also opened behind you
 before the door closes. Things like this would be very easy to do in MOTA. I
 like Dark's idea of using sound for various decorations and floor surfaces
 which sometimes do something and sometimes don't. I wouldn't let uncertainty
 of how to do something in audio hold you back from trying something. Ask
 your beta team and/or the list for ideas on how to do a given trap. You
 could also put a trap into a private beta and see how your team handles it.
 Two things that the very original Montezuma's Revenge by Alchemy had which I
 would like to see in MOTA are vines which you would gradually slide down,
 forcing you to keep climbing back up or fall off the bottom, and treasures
 which you had to react quickly to catch. I would also like to see the
 burning rope concept return to MOTA.

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Michael,

Michael wrote:

Just a short question about traps and items. What happened to such
things as the vanishing platforms to cross some traps instead of the
bridges
or bridges that only hold you for a time before breaking, and
something like the force fields or other timed traps in general?

My reply:

Well, to be honest when I started writing Mysteries of the Ancients I
was concerned about being too close to Montezuma's Revenge and cut or
excluded various things I didn't think worked well with the new game
and storyline.  That said, there has been some requests for things
like vanishing platforms, electric fields, etc so they may return at
some point. All depends on what traps I come up with for the game.

Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Damien,

You just hit upon one of my main concerns. Your definition and my
ddefinition of easy and hard is vastly different.

Below you explained that you have problems with games like Shades of
Doom where I have beaten it several times. I have even beaten it a few
times on the highest difficulty setting. That doesn't make you stupid
or anything like that, but there is an obvious difference in my skill
level as a gamer and your skill  level as a gamer. I personally thrive
on games like Shades of Doom, because that is closest to mainstream
games I've played in the past. I'm sure there will be plenty of buyers
for a game of that level of complexity, but it just seams there are a
number of VI gamers that just don't have what it takes for whatever
reason.


On 1/25/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi,
 To be honest though, it all depends on just how complex something is. There
 are some games that I just cannot play because of the complexity of it. For
 example, I can't do some of the games where you can turn at angles etc, like
 Shades of Doom, Monkey Business etc. I purchased some of the titles so that
 I could really sit down and study them, but I feel it's just been a waste of
 my money. Same with the puzzles. True, once I beat Chillingham I was happy,
 but while I couldn't do those puzzles I was constantly frustrated as to
 which way I should go and what I should do. Games like Change Reaction,
 Monkey Business, 15 Numbers, Sudoku, Blankblock etc are just so complicated
 for me. Even my partner struggles with these sorts of games. Whether it's
 the blindness, the way we've been taught, or other conditions we have, I
 don't know. But the only games that we did on our own that has some degree
 of what we call complexity are tank commander, the last crusade and descent
 into madness.
 If you couldn't see the picture, or in the case of an audiogame hear the
 object, then how are we supposed to know exactly how to do something? If
 there is no logic behind it, like for example the puzzle in Chillingham used
 to open the back door in the church...
 I'm pretty much flustered over it all.
 Regards,
 Damien.

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton

Hi Thomas,
Well this is it. I feel awful about that, because I feel that if somebody 
else can do it, then technically and theoretically I should be able to. I'm 
one of these people who believes that anything is possible. Yet when I sit 
down for years and years to try and read from rather extensive C/C++ 
tutorials, when I sit down for maybe a few hours at a time, again for years, 
to learn the practical aspects of game play for some games, play them, etc, 
and getting nowhere with both endeavours, I personally feel like I'm no good 
at it, because then that impairs upon my possibilities as a developer as 
well as my skills as a gamer.

Regards,
Damien.




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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 1:57 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Damien,

You just hit upon one of my main concerns. Your definition and my
ddefinition of easy and hard is vastly different.

Below you explained that you have problems with games like Shades of
Doom where I have beaten it several times. I have even beaten it a few
times on the highest difficulty setting. That doesn't make you stupid
or anything like that, but there is an obvious difference in my skill
level as a gamer and your skill  level as a gamer. I personally thrive
on games like Shades of Doom, because that is closest to mainstream
games I've played in the past. I'm sure there will be plenty of buyers
for a game of that level of complexity, but it just seams there are a
number of VI gamers that just don't have what it takes for whatever
reason.


On 1/25/11, Damien Pendleton dam...@x-sight-interactive.net wrote:

Hi,
To be honest though, it all depends on just how complex something is. 
There
are some games that I just cannot play because of the complexity of it. 
For
example, I can't do some of the games where you can turn at angles etc, 
like
Shades of Doom, Monkey Business etc. I purchased some of the titles so 
that
I could really sit down and study them, but I feel it's just been a waste 
of
my money. Same with the puzzles. True, once I beat Chillingham I was 
happy,

but while I couldn't do those puzzles I was constantly frustrated as to
which way I should go and what I should do. Games like Change Reaction,
Monkey Business, 15 Numbers, Sudoku, Blankblock etc are just so 
complicated

for me. Even my partner struggles with these sorts of games. Whether it's
the blindness, the way we've been taught, or other conditions we have, I
don't know. But the only games that we did on our own that has some 
degree
of what we call complexity are tank commander, the last crusade and 
descent

into madness.
If you couldn't see the picture, or in the case of an audiogame hear the
object, then how are we supposed to know exactly how to do something? If
there is no logic behind it, like for example the puzzle in Chillingham 
used

to open the back door in the church...
I'm pretty much flustered over it all.
Regards,
Damien.


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
That to an extent is true Tom, but equally bare in mind that 2D is spacially 
easier than 3D.


Many of the problems some people have with 3D are simply space 
orientated,  heck, if it weren't for good nav features in the gma engine 
and terraformers I couldn't play them myself, and in fact find monkey 
business and technoshock utterly impossible!


There has never been a complex side scroller in audio, so there is no guide 
to what is or is not hard.


Myself, I stil think the hint system I mentioned might be a nice way to 
balance things out and stop the game from becoming too challenging.


Beware the grue!

dark. 



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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
Hi Tom,

Just a couple things:
1. If you put an arcade mode in, can you have a high score server? I.E. We 
could submit our high scores to scoreboards on the internet like with Pipe, 
Troopanum, ETC, and compete with each other? If you can, I'd say definitely I'd 
like an arcade mode. If you can't, I'd say nah, leave it out.
2. I say stick with not having random monsters if it'll make the game easier to 
make/test. I'm tired of people complaining that our audio games are too easy. 
In my opinion, I think you're probably losing sales because the game could be 
much more challenging, the replay value could be more, and it could be ten 
times more difficult. Most games we have, we can beat in one day. I'd like to 
see something that takes a while to beat, puzzles we could spend hours trying 
to figure out, ETC. What I'm basically saying is, please, make the game the way 
you want it to be made. If it's something similar to Toomb Rader, then go for 
it. People complain that our games are too easy, but they're completely against 
making them more difficult.

I hope my comments were of some use to you. I for one, would  much rather the 
game be challenging, then it be too easy. I know this isn't your goal really, 
but what I say to people that wine and complain is, if the game is too 
challenging, or you can't handle it, don't buy it. There's those of us that 
will buy the game; I believe a majority of the blind community would rather 
play something more resembling to a sited person's game.

Ryan

-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA Last Minute Comments
Date: Tue, 25 Jan 2011 03:13:26 -0500

Hi everyone,

Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input
you would like to give before the release goes public. In particular a
few issues I didn't quite get too in my last e-mail on Mysteries of
the Ancients last week.

A few days ago I sent a post regarding new Mysteries of the Ancients
levels. Most of you understood this as a question of keeping old
levels or creating new ones. Unfortunately, I didn't make myself clear
in that e-mail but I was looking more for suggestions and input on
various aspects besides that question. So I'll address each of them
hear directly.

Random Items/Monsters --- I know back in the early days of MOTA this
was one of the number one requests for the game. Ever since I added it
some time back it remains one of the top selling points of the game,
but what you may not know or have considered is that like anything
else it has pros and cons. As I sit hear thinking about the future of
the project as a whole I can't help feel like the cons outway the
advantages of a more triditional mainstream side-scroller without
random monsters, items, etc.

For one thing I've been playing mainstream games all of my life, and
the majority of games do not have randomly placed monsters and items.
Instead monsters and items are usually placed in the same general
location each and every game with the same general stats. There are a
number of advantages of doing it this way.

For starts balancing game play. When you have a fully random game like
we have now you don't really know what monster you will be facing, or
B, what its stats will be when you do face it. While I don't doubt
this adds replay value for some gamers I also know it makes it
impossible to test and balance correctly because I never know from one
moment to the next what to expect from the game.  Games that have
fixed monsters and challenges don't generally have this problem.

For example, in the original Tomb Raider game there is a Greek temple
Lara Croft has to explore in order to find one of the lost pieces of
the scion. There is a chamber inside the Greek temple with two
centaurs that were transformed into stone centuries ago. When Lara
accidently lifts the spell on the centaurs they come to life, and she
has to fight them to get the missing piece of the scion. Besides being
a major element of the plot/story they just wouldn't fit anywhere else
in the game as an enemy. In this case those enemies generally wouldn't
be good to randomly place in the game.

When it comes to mysteries of the Ancients I often find myself in a
similar situation. There are certain rooms or areas were one monster
or enemy is better than another. Rooms were it might be practical not
to randomize anything and just place items there by default.

For example, imagine swimming underwater. Putting treasures like gold
coins and gems in the water is perfectly fine since the water couldn't
damage them. If we were randomly placing items, as we do now,  it
would put things like ammo, swords, scrolls, etc in the water were we
wouldn' want those items 

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Shiny protector

Hi Thomas,

I think nere the firepits and other traps there should be monsters which are 
random.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 8:43 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Will,

Yeah, that goes without saying. The big picture here is how to balance
it out so it allows new/inexperienced gamers a serious chanse at
playing plus give advanced gamers like myself something worth buying
and continuing to play for some time to come. To give it replay value
that holds the customer's attention without getting too old or boring
too quickly.

For example, one of the advantages of random monsters/items is no game
is exactly the same game twice. This gives it a lot of replay value.
However, on the flipside because no game is exactly quite the same
I've never been able to properly test it fully or balance out
technical aspects because there is no standardization here. It just is
too random in my book.

Smile.



On 1/25/11, william lomas lomaswill...@googlemail.com wrote:
I think we need more advanced elements and puzzles otherwise games we 
have

will remain to easy


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
well I don't mind if centors exist in one room, sod has been a 
replayed over and over.
While its true some monsters are not random, items still are and I 
still come back again and again.

same with gtc.
these are really old games now and I still play em.
At 02:30 a.m. 26/01/2011, you wrote:

Hi,
To be honest though, it all depends on just how complex something 
is. There are some games that I just cannot play because of the 
complexity of it. For example, I can't do some of the games where 
you can turn at angles etc, like Shades of Doom, Monkey Business 
etc. I purchased some of the titles so that I could really sit down 
and study them, but I feel it's just been a waste of my money. Same 
with the puzzles. True, once I beat Chillingham I was happy, but 
while I couldn't do those puzzles I was constantly frustrated as to 
which way I should go and what I should do. Games like Change 
Reaction, Monkey Business, 15 Numbers, Sudoku, Blankblock etc are 
just so complicated for me. Even my partner struggles with these 
sorts of games. Whether it's the blindness, the way we've been 
taught, or other conditions we have, I don't know. But the only 
games that we did on our own that has some degree of what we call 
complexity are tank commander, the last crusade and descent into madness.
If you couldn't see the picture, or in the case of an audiogame hear 
the object, then how are we supposed to know exactly how to do 
something? If there is no logic behind it, like for example the 
puzzle in Chillingham used to open the back door in the church...

I'm pretty much flustered over it all.
Regards,
Damien.



- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 11:07 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Ryan,

Ryan wrote:

As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.

My reply:

That's quite true, but my concern is actually translating some of
these complex puzzles into audio. Some of the things in Tomb Raider
are extremely visual, challenging, and not the easiest thing to pull
off even if you can see. That's what makes people keep buying those
games.

For example, recently my wife purchased a copy of the latest
installment of the Tomb Raider saga for me, Guardian of Light, which
is arguably the best Tomb Raider title in years. It is challenging,
very fast paced, has great replay value, and well is a real treat for
TR fans.

Anyway, On level one there is this large spike pit Lara Croft has to
cross. She can't jump over it, can't swing over it, can't walk over
it, and can't run over it. It is one of those cases that will have you
scratching your head wondering how to get passed that trap. As it
turns out on the other side of the trap there is this picture on the
wall which is in fact a pressure switch. If you throw a spear at it or
shoot it with Lara's magnum it will cause the spikes to lower, and
Lara can cross safely to the other side.

In a visual game they can hide a solution like that in plane view and
it still requires a bit of guess work and trial and error. In an audio
game how do you clue someone in that there is a certain place on the
wall they must shoot?

If you make some sort of audio indication this is were you must shoot
then you give the solution to the puzzle away. If you use the view
command to tell them that the picture is there it isn't as much of a
dead give away, but could cause trouble aiming at the picture.  Either
way, converting puzzles like that to audio are difficult, and I'm not
quite sure how to do it in an accessible format.

Ryan wroe:
overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
Monkey Business took a day and a half. Super Liam took another day.
All of these games were fun in their own right, but nothing has
compared--especially in action/adventure titles--to mainstream difficulty.

My reply:

I know the feeling. That's why I want to break out of the simple game
mold we have set for ourselves.


Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
Hi,
Blankblock? If you can play Tank Commander you can play that one. If you
have to make a physical board out of it.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, January 25, 2011 12:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

well I don't mind if centors exist in one room, sod has been a 
replayed over and over.
While its true some monsters are not random, items still are and I 
still come back again and again.
same with gtc.
these are really old games now and I still play em.
At 02:30 a.m. 26/01/2011, you wrote:
Hi,
To be honest though, it all depends on just how complex something 
is. There are some games that I just cannot play because of the 
complexity of it. For example, I can't do some of the games where 
you can turn at angles etc, like Shades of Doom, Monkey Business 
etc. I purchased some of the titles so that I could really sit down 
and study them, but I feel it's just been a waste of my money. Same 
with the puzzles. True, once I beat Chillingham I was happy, but 
while I couldn't do those puzzles I was constantly frustrated as to 
which way I should go and what I should do. Games like Change 
Reaction, Monkey Business, 15 Numbers, Sudoku, Blankblock etc are 
just so complicated for me. Even my partner struggles with these 
sorts of games. Whether it's the blindness, the way we've been 
taught, or other conditions we have, I don't know. But the only 
games that we did on our own that has some degree of what we call 
complexity are tank commander, the last crusade and descent into madness.
If you couldn't see the picture, or in the case of an audiogame hear 
the object, then how are we supposed to know exactly how to do 
something? If there is no logic behind it, like for example the 
puzzle in Chillingham used to open the back door in the church...
I'm pretty much flustered over it all.
Regards,
Damien.



- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 11:07 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments


Hi Ryan,

Ryan wrote:

As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.

My reply:

That's quite true, but my concern is actually translating some of
these complex puzzles into audio. Some of the things in Tomb Raider
are extremely visual, challenging, and not the easiest thing to pull
off even if you can see. That's what makes people keep buying those
games.

For example, recently my wife purchased a copy of the latest
installment of the Tomb Raider saga for me, Guardian of Light, which
is arguably the best Tomb Raider title in years. It is challenging,
very fast paced, has great replay value, and well is a real treat for
TR fans.

Anyway, On level one there is this large spike pit Lara Croft has to
cross. She can't jump over it, can't swing over it, can't walk over
it, and can't run over it. It is one of those cases that will have you
scratching your head wondering how to get passed that trap. As it
turns out on the other side of the trap there is this picture on the
wall which is in fact a pressure switch. If you throw a spear at it or
shoot it with Lara's magnum it will cause the spikes to lower, and
Lara can cross safely to the other side.

In a visual game they can hide a solution like that in plane view and
it still requires a bit of guess work and trial and error. In an audio
game how do you clue someone in that there is a certain place on the
wall they must shoot?

If you make some sort of audio indication this is were you must shoot
then you give the solution to the puzzle away. If you use the view
command to tell them that the picture is there it isn't as much of a
dead give away, but could cause trouble aiming at the picture.  Either
way, converting puzzles like that to audio are difficult, and I'm not
quite sure how to do it in an accessible format.

Ryan wroe:
overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it.
Monkey Business took a day and a half. Super Liam took another day.
All of these games were fun in their own right, but nothing has
compared--especially in action/adventure titles--to mainstream difficulty.

My reply:

I know the feeling. That's why I want to break out of the simple game
mold we have set for ourselves.


Cheers!

---
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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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If you have any questions or concerns regarding the management of the
list

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton

Hi,
Blankblock is more complicated than Tank Commander. There are no puzzles in 
Tank Commander. No mazes, no real traps if you have enough sense to scan the 
area to avoid them, and all your missions and exits explained at the 
beginning of the level.
Blankblock is all about jigsaw working, which I just cannot do for some 
reason. It's like SoundPuzzle, 15 numbers, Sudoku, Chess and the like. I 
have never got to grips with how it works. Even after I read and had 
sessions with a friend with a physical puzzle board and chess board I still 
didn't understand the logic and sense behind it.

Regards,
Damien.



- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 25, 2011 11:02 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi,
Blankblock? If you can play Tank Commander you can play that one. If you
have to make a physical board out of it.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, January 25, 2011 12:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

well I don't mind if centors exist in one room, sod has been a
replayed over and over.
While its true some monsters are not random, items still are and I
still come back again and again.
same with gtc.
these are really old games now and I still play em.
At 02:30 a.m. 26/01/2011, you wrote:

Hi,
To be honest though, it all depends on just how complex something
is. There are some games that I just cannot play because of the
complexity of it. For example, I can't do some of the games where
you can turn at angles etc, like Shades of Doom, Monkey Business
etc. I purchased some of the titles so that I could really sit down
and study them, but I feel it's just been a waste of my money. Same
with the puzzles. True, once I beat Chillingham I was happy, but
while I couldn't do those puzzles I was constantly frustrated as to
which way I should go and what I should do. Games like Change
Reaction, Monkey Business, 15 Numbers, Sudoku, Blankblock etc are
just so complicated for me. Even my partner struggles with these
sorts of games. Whether it's the blindness, the way we've been
taught, or other conditions we have, I don't know. But the only
games that we did on our own that has some degree of what we call
complexity are tank commander, the last crusade and descent into madness.
If you couldn't see the picture, or in the case of an audiogame hear
the object, then how are we supposed to know exactly how to do
something? If there is no logic behind it, like for example the
puzzle in Chillingham used to open the back door in the church...
I'm pretty much flustered over it all.
Regards,
Damien.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 11:07 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Ryan,

Ryan wrote:

As it stands now, you may be right, but I don't think that's a good 
reason

not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.

My reply:

That's quite true, but my concern is actually translating some of
these complex puzzles into audio. Some of the things in Tomb Raider
are extremely visual, challenging, and not the easiest thing to pull
off even if you can see. That's what makes people keep buying those
games.

For example, recently my wife purchased a copy of the latest
installment of the Tomb Raider saga for me, Guardian of Light, which
is arguably the best Tomb Raider title in years. It is challenging,
very fast paced, has great replay value, and well is a real treat for
TR fans.

Anyway, On level one there is this large spike pit Lara Croft has to
cross. She can't jump over it, can't swing over it, can't walk over
it, and can't run over it. It is one of those cases that will have you
scratching your head wondering how to get passed that trap. As it
turns out on the other side of the trap there is this picture on the
wall which is in fact a pressure switch. If you throw a spear at it or
shoot it with Lara's magnum it will cause the spikes to lower, and
Lara can cross safely to the other side.

In a visual game they can hide a solution like that in plane view and
it still requires a bit of guess work and trial and error. In an audio
game how do you clue someone in that there is a certain place on the
wall they must shoot?

If you make some sort of audio indication this is were you must shoot
then you give the solution to the puzzle away. If you use the view
command to tell them that the picture is there it isn't as much of a
dead give away, but could cause trouble aiming at the picture.  Either
way, converting puzzles like that to audio are difficult, and I'm not
quite sure how to do it in an accessible format.

Ryan wroe:
overwhelming

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
Hi,
Not to be picky but I'm not sure why you're replacing ps with bs and ts with
ds.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Michael Gauler
Sent: Tuesday, January 25, 2011 7:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only the standard gun as a weapon, with nothing else. Even on
easy that's not really good for your health in the game.
Besides, as you are right, we don't need flying creatures under water, while
skeletons or zombies might be in the water. Besides, if things are
randomiced, you don't know if you can fight a boss or have to run for it.
If I play the current version of the game and I have the sword, I'll fight
the bosses of the two levels currently playable. If not, I'll fire whatever
I currently have, but not to kill, but to get trough that room with as few
damage as possible.
Besides, for the current version I haven't seen the use of scrolls besides
something you can pick up yet. And because I don't know what's in the next
room, there are situations where I whish I'd found something different than
a scroll.
About jumping over trabs:
Before Beta 16 (couldn't use Beta 15 due to unforeseen crash of Windows),
there was that problem when you stood one or two meters from a fire pid and
had to use the view command after every step to find out if you could jump
or not. The fact that panning and adjustments of sounds did not change step
by step also was a problem, because it sounded like you were zero steps away
from the pid, but had a few more to go before jumping. When dealing with
casms, you have that warning sound before you have to jump and I think
before fire or lava you should do it like in Q9. The other problem the older
beta versions had was that when you intended to just walk one step, you
walked more than one step occasionally, but getting one step sound but you
fell into fire because you did not go one step, but at least two...
Also, there is that spike situation in the current level two where you jump
over one to stand exactly between two of them and you have to do another
jump. When I first came to that I died, because I did not know if I had to
walk a few steps before jumping, because it was like with two fire pids
after each other or something. Only after using the view command, I got
aware of that thing. And when finding the next spike trab (more than one)
there were few steps between them.
But doing it like in Q9 is probably the best.
I'd like to have something like the old arcade mode of the old Monti game 
you originally made.
And about riddles: If it is possible to make some riddles that work with 
audio, I'm for doing it. So this could expand the plot of the game, because 
up to now, we only have the first two levels without any cut scenes or some 
other story relevant events. Besides, a goddess surely would protect her 
treasures with more than just zombies and such undeath creatures. If she 
has magic, more things are possible, so if there can be some things like 
jumping on switches in the floor for example, that's a good idea.
Just a short question about trabs and items. What happened to either such 
things as the wanishing platforms to cross some trabs instead of the bridges

or bridges that only hold you for a time before breaking, and something like

the force fields or other timed trabs in general? And last of all, warping 
or teleporting, like the old Monti had, where you can reach other unexplored

areas instead of unlocking and opening regular doors with regular keys?
That's what I have to say for now and I am awaiting the new beta now.
Bye,
Michael 



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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Charles Rivard
Puzzles?  Once solved, do they detract from the challenge and replay value? 
A classic example of this is the first game put out by Bavisoft.


Traps?  I like the way that Q9's pits are, in that you can still fall into 
pits even with the muddy warning.  Could it be possible to place a landing 
halfway across a chasm that you have to judge the location of, time your 
jump so as not to go too far or not far enough, or, well, I do like these 
vanishing platforms, so that is also an option.


Arcade mode and scoring would be high on my list to add replay value by, if 
it is set up like GMA Tank Commander, give the opportunity to continue the 
game even though mistakes are made, thus getting farther into the game, and 
scoring would add replay value by being able to compare my scores with those 
of other gamers, trying to beat them.  These features would probably be 
somewhere within the top 4 and 5 out of 10 on my favorite features list if I 
had to put them somewhere.


Randomness?  I do see where you're coming from on this issue, and, although 
I do like the idea, if more easily beaten monsters are found on the first 
few levels, and progressively fiendish ones appear in middle and later 
levels, this would be a way to make the first levels easier than the last, 
making the game progressively harder to complete.  I'd say to make the game 
your way.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 2:13 AM
Subject: [Audyssey] MOTA Last Minute Comments



Hi everyone,

Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input
you would like to give before the release goes public. In particular a
few issues I didn't quite get too in my last e-mail on Mysteries of
the Ancients last week.

A few days ago I sent a post regarding new Mysteries of the Ancients
levels. Most of you understood this as a question of keeping old
levels or creating new ones. Unfortunately, I didn't make myself clear
in that e-mail but I was looking more for suggestions and input on
various aspects besides that question. So I'll address each of them
hear directly.

Random Items/Monsters --- I know back in the early days of MOTA this
was one of the number one requests for the game. Ever since I added it
some time back it remains one of the top selling points of the game,
but what you may not know or have considered is that like anything
else it has pros and cons. As I sit hear thinking about the future of
the project as a whole I can't help feel like the cons outway the
advantages of a more triditional mainstream side-scroller without
random monsters, items, etc.

For one thing I've been playing mainstream games all of my life, and
the majority of games do not have randomly placed monsters and items.
Instead monsters and items are usually placed in the same general
location each and every game with the same general stats. There are a
number of advantages of doing it this way.

For starts balancing game play. When you have a fully random game like
we have now you don't really know what monster you will be facing, or
B, what its stats will be when you do face it. While I don't doubt
this adds replay value for some gamers I also know it makes it
impossible to test and balance correctly because I never know from one
moment to the next what to expect from the game.  Games that have
fixed monsters and challenges don't generally have this problem.

For example, in the original Tomb Raider game there is a Greek temple
Lara Croft has to explore in order to find one of the lost pieces of
the scion. There is a chamber inside the Greek temple with two
centaurs that were transformed into stone centuries ago. When Lara
accidently lifts the spell on the centaurs they come to life, and she
has to fight them to get the missing piece of the scion. Besides being
a major element of the plot/story they just wouldn't fit anywhere else
in the game as an enemy. In this case those enemies generally wouldn't
be good to randomly place in the game.

When it comes to mysteries of the Ancients I often find myself in a
similar situation. There are certain rooms or areas were one monster
or enemy is better than another. Rooms were it might be practical not
to randomize anything and just place items there by default.

For example, imagine swimming underwater. Putting treasures like gold
coins and gems in the water is perfectly fine since the water couldn't
damage them. If we were randomly placing items, as we do now,  it
would put things like ammo, swords, scrolls, etc in the water were we
wouldn' want those items randomly placed. by all rights the water
should ruin a scroll 

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Bryan Peterson

It could be that English isn't his native language.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 25, 2011 4:12 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi,
Not to be picky but I'm not sure why you're replacing ps with bs and ts 
with

ds.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Michael Gauler
Sent: Tuesday, January 25, 2011 7:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments

Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only the standard gun as a weapon, with nothing else. Even on
easy that's not really good for your health in the game.
Besides, as you are right, we don't need flying creatures under water, 
while

skeletons or zombies might be in the water. Besides, if things are
randomiced, you don't know if you can fight a boss or have to run for it.
If I play the current version of the game and I have the sword, I'll fight
the bosses of the two levels currently playable. If not, I'll fire 
whatever

I currently have, but not to kill, but to get trough that room with as few
damage as possible.
Besides, for the current version I haven't seen the use of scrolls besides
something you can pick up yet. And because I don't know what's in the next
room, there are situations where I whish I'd found something different 
than

a scroll.
About jumping over trabs:
Before Beta 16 (couldn't use Beta 15 due to unforeseen crash of Windows),
there was that problem when you stood one or two meters from a fire pid 
and

had to use the view command after every step to find out if you could jump
or not. The fact that panning and adjustments of sounds did not change 
step
by step also was a problem, because it sounded like you were zero steps 
away

from the pid, but had a few more to go before jumping. When dealing with
casms, you have that warning sound before you have to jump and I think
before fire or lava you should do it like in Q9. The other problem the 
older

beta versions had was that when you intended to just walk one step, you
walked more than one step occasionally, but getting one step sound but you
fell into fire because you did not go one step, but at least two...
Also, there is that spike situation in the current level two where you 
jump

over one to stand exactly between two of them and you have to do another
jump. When I first came to that I died, because I did not know if I had to
walk a few steps before jumping, because it was like with two fire pids
after each other or something. Only after using the view command, I got
aware of that thing. And when finding the next spike trab (more than one)
there were few steps between them.
But doing it like in Q9 is probably the best.
I'd like to have something like the old arcade mode of the old Monti game
you originally made.
And about riddles: If it is possible to make some riddles that work with
audio, I'm for doing it. So this could expand the plot of the game, 
because
up to now, we only have the first two levels without any cut scenes or 
some

other story relevant events. Besides, a goddess surely would protect her
treasures with more than just zombies and such undeath creatures. If she
has magic, more things are possible, so if there can be some things like
jumping on switches in the floor for example, that's a good idea.
Just a short question about trabs and items. What happened to either such
things as the wanishing platforms to cross some trabs instead of the 
bridges


or bridges that only hold you for a time before breaking, and something 
like


the force fields or other timed trabs in general? And last of all, warping
or teleporting, like the old Monti had, where you can reach other 
unexplored


areas instead of unlocking and opening regular doors with regular keys?
That's what I have to say for now and I am awaiting the new beta now.
Bye,
Michael



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All messages

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan,

About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and you try to
best your own score. Plus by having an arcade mode there are other
things we could add such as unlockable trophies that are rewarded if
you aaccomplish a certain task in the game.

For example, in Guardian of Light if you finish level 1 in under 6
minutes you get a Mayan head dress in your list of trophies. For some
people playing for trophies and trying to unlock them all is a
challenge and reward in itself for playing a game more than once.

HTH



On 1/25/11, Ryan Conroy staindadd...@juno.com wrote:
 Hi Tom,

 Just a couple things:
 1. If you put an arcade mode in, can you have a high score server? I.E. We
 could submit our high scores to scoreboards on the internet like with Pipe,
 Troopanum, ETC, and compete with each other? If you can, I'd say definitely
 I'd like an arcade mode. If you can't, I'd say nah, leave it out.
 2. I say stick with not having random monsters if it'll make the game easier
 to make/test. I'm tired of people complaining that our audio games are too
 easy. In my opinion, I think you're probably losing sales because the game
 could be much more challenging, the replay value could be more, and it could
 be ten times more difficult. Most games we have, we can beat in one day. I'd
 like to see something that takes a while to beat, puzzles we could spend
 hours trying to figure out, ETC. What I'm basically saying is, please, make
 the game the way you want it to be made. If it's something similar to Toomb
 Rader, then go for it. People complain that our games are too easy, but
 they're completely against making them more difficult.

 I hope my comments were of some use to you. I for one, would  much rather
 the game be challenging, then it be too easy. I know this isn't your goal
 really, but what I say to people that wine and complain is, if the game is
 too challenging, or you can't handle it, don't buy it. There's those of us
 that will buy the game; I believe a majority of the blind community would
 rather play something more resembling to a sited person's game.

 Ryan

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton

Hi Thomas,
I do think that would be nice. That's why I like Judgment Day so much, 
mainly for the trophies. It adds replay value to the game and could enable 
greater flexibility, like reward upgrades, purchasable upgrades and the 
like.

Regards,
Damien.




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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 26, 2011 3:17 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Ryan,

About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and you try to
best your own score. Plus by having an arcade mode there are other
things we could add such as unlockable trophies that are rewarded if
you aaccomplish a certain task in the game.

For example, in Guardian of Light if you finish level 1 in under 6
minutes you get a Mayan head dress in your list of trophies. For some
people playing for trophies and trying to unlock them all is a
challenge and reward in itself for playing a game more than once.

HTH



On 1/25/11, Ryan Conroy staindadd...@juno.com wrote:

Hi Tom,

Just a couple things:
1. If you put an arcade mode in, can you have a high score server? I.E. 
We
could submit our high scores to scoreboards on the internet like with 
Pipe,
Troopanum, ETC, and compete with each other? If you can, I'd say 
definitely

I'd like an arcade mode. If you can't, I'd say nah, leave it out.
2. I say stick with not having random monsters if it'll make the game 
easier
to make/test. I'm tired of people complaining that our audio games are 
too
easy. In my opinion, I think you're probably losing sales because the 
game
could be much more challenging, the replay value could be more, and it 
could
be ten times more difficult. Most games we have, we can beat in one day. 
I'd

like to see something that takes a while to beat, puzzles we could spend
hours trying to figure out, ETC. What I'm basically saying is, please, 
make
the game the way you want it to be made. If it's something similar to 
Toomb

Rader, then go for it. People complain that our games are too easy, but
they're completely against making them more difficult.

I hope my comments were of some use to you. I for one, would  much rather
the game be challenging, then it be too easy. I know this isn't your goal
really, but what I say to people that wine and complain is, if the game 
is
too challenging, or you can't handle it, don't buy it. There's those of 
us

that will buy the game; I believe a majority of the blind community would
rather play something more resembling to a sited person's game.

Ryan


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Charles,

Charles wrote:

Puzzles?  Once solved, do they detract from the challenge and replay
value? A classic example of this is the first game put out by
Bavisoft.

My reply:

I don't think so. As long as there are more challenges besides the
puzzles in place there will be plenty to offer a gamer. Especially, if
the puzzle requires certain timing or requires practice.


For example, in Tomb Raider Underworld there is this room with a giant
wheel on the wall. Turning this wheel reveals a trap door hidden in
the ceiling. The catch is that once you turn the wheel all the way it
will start turning the other way closing the trap door. The trick is
to climb the wall, using hand/foot holds, and slip through that trap
door before it closes and llocks you in. So even though you discovered
how to open the trap door it is timed in such a way that you might
save and reload your last checkpoint several times trying to time it
just right.


Charles wrote:

Traps?  I like the way that Q9's pits are, in that you can still fall
into pits even with the muddy warning.  Could it be possible to place
a landing halfway
across a chasm that you have to judge the location of, time your jump
so as not to go too far or not far enough, or, well, I do like these
vanishing platforms,
so that is also an option.

My reply:

Right. I've thought about that. If there is a huge chasm or lava pit
you might have to jump onto a ledge somewhere in the middle of the
trap and jump from there to the other side. This would require good
timing and/or practice to get it just right. Challenging but could be
done with some practice.

Another thing I've thought about is some sort of grappling hook. In
the Tomb Raider games, at least the newer ones, there are some traps
Lara can't jump over, but she can use her grappling hook to swing
over it. This would require judging where to stand to cast the hook,
where to jump/swing, how long to swing, etc. Plus if we had a
grappling hook we might not need ropes per say.

Cheers!

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark,

True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically think of things having 3d left, right,
up down, front, back. So part of my problem of thinking of how to draw
these levels is imagining it with only up/down or left/right.

Basically, I suppose a lot of VI gamers have problems with 3d, viewing
it as more complex, but I am totally the opposite. I have a problem
with complex 2d worlds because they lack some visual element for me.
So creating a side-scroller, for me, is harder than creating a 3d FPS.

Smile.


On 1/25/11, dark d...@xgam.org wrote:
 That to an extent is true Tom, but equally bare in mind that 2D is spacially
 easier than 3D.

 Many of the problems some people have with 3D are simply space
 orientated,  heck, if it weren't for good nav features in the gma engine
 and terraformers I couldn't play them myself, and in fact find monkey
 business and technoshock utterly impossible!

 There has never been a complex side scroller in audio, so there is no guide
 to what is or is not hard.

 Myself, I stil think the hint system I mentioned might be a nice way to
 balance things out and stop the game from becoming too challenging.

 Beware the grue!

 dark.

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
I like the idea of trophies, very much.



-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Last Minute Comments
Date: Tue, 25 Jan 2011 22:17:24 -0500

Hi Ryan,

About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and you try to
best your own score. Plus by having an arcade mode there are other
things we could add such as unlockable trophies that are rewarded if
you aaccomplish a certain task in the game.

For example, in Guardian of Light if you finish level 1 in under 6
minutes you get a Mayan head dress in your list of trophies. For some
people playing for trophies and trying to unlock them all is a
challenge and reward in itself for playing a game more than once.

HTH



On 1/25/11, Ryan Conroy staindadd...@juno.com wrote:
 Hi Tom,

 Just a couple things:
 1. If you put an arcade mode in, can you have a high score server? I.E. We
 could submit our high scores to scoreboards on the internet like with Pipe,
 Troopanum, ETC, and compete with each other? If you can, I'd say definitely
 I'd like an arcade mode. If you can't, I'd say nah, leave it out.
 2. I say stick with not having random monsters if it'll make the game easier
 to make/test. I'm tired of people complaining that our audio games are too
 easy. In my opinion, I think you're probably losing sales because the game
 could be much more challenging, the replay value could be more, and it could
 be ten times more difficult. Most games we have, we can beat in one day. I'd
 like to see something that takes a while to beat, puzzles we could spend
 hours trying to figure out, ETC. What I'm basically saying is, please, make
 the game the way you want it to be made. If it's something similar to Toomb
 Rader, then go for it. People complain that our games are too easy, but
 they're completely against making them more difficult.

 I hope my comments were of some use to you. I for one, would  much rather
 the game be challenging, then it be too easy. I know this isn't your goal
 really, but what I say to people that wine and complain is, if the game is
 too challenging, or you can't handle it, don't buy it. There's those of us
 that will buy the game; I believe a majority of the blind community would
 rather play something more resembling to a sited person's game.

 Ryan

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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
I'm fairly indifferent on the score front, but I love the trophy idea, 
exactly as you said, trying to unlock them all is a challenge I really 
appreciate.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 26, 2011 3:17 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Ryan,

About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and you try to
best your own score. Plus by having an arcade mode there are other
things we could add such as unlockable trophies that are rewarded if
you aaccomplish a certain task in the game.

For example, in Guardian of Light if you finish level 1 in under 6
minutes you get a Mayan head dress in your list of trophies. For some
people playing for trophies and trying to unlock them all is a
challenge and reward in itself for playing a game more than once.

HTH



On 1/25/11, Ryan Conroy staindadd...@juno.com wrote:

Hi Tom,

Just a couple things:
1. If you put an arcade mode in, can you have a high score server? I.E. 
We
could submit our high scores to scoreboards on the internet like with 
Pipe,
Troopanum, ETC, and compete with each other? If you can, I'd say 
definitely

I'd like an arcade mode. If you can't, I'd say nah, leave it out.
2. I say stick with not having random monsters if it'll make the game 
easier
to make/test. I'm tired of people complaining that our audio games are 
too
easy. In my opinion, I think you're probably losing sales because the 
game
could be much more challenging, the replay value could be more, and it 
could
be ten times more difficult. Most games we have, we can beat in one day. 
I'd

like to see something that takes a while to beat, puzzles we could spend
hours trying to figure out, ETC. What I'm basically saying is, please, 
make
the game the way you want it to be made. If it's something similar to 
Toomb

Rader, then go for it. People complain that our games are too easy, but
they're completely against making them more difficult.

I hope my comments were of some use to you. I for one, would  much rather
the game be challenging, then it be too easy. I know this isn't your goal
really, but what I say to people that wine and complain is, if the game 
is
too challenging, or you can't handle it, don't buy it. There's those of 
us

that will buy the game; I believe a majority of the blind community would
rather play something more resembling to a sited person's game.

Ryan


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
Hi Tom, it's actually something of an irony. I've always been able to play 
complex 2d games like Metroid Mega man and turrican, but one of the most 
depressing experiences of my life was when I found at the age of about 14 
that games like Mario 64 and original tomb rader were utterly unplayable, 
both because of lack of contrasting graphics, and because of my spacial 
awareness problem.


Indeed, that was one of the main things that interested me in audio games to 
begin with, because playing Shades of doom let me experience something I 
hadn't before. Even so, I stil find some 3D audio games without the correct 
navigation features,  such as monkey business and even lone wolf 
completely unplayable because of the difficulty I have comprehending space.


Someone here mentioned blank block, again a game I find utterly impossible 
myself because I simply cannot maintain a spacial memory of the board, 
neither can I play chess just with audio no matter how good the board review 
features are.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 26, 2011 4:12 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments



Hi Dark,

True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically think of things having 3d left, right,
up down, front, back. So part of my problem of thinking of how to draw
these levels is imagining it with only up/down or left/right.

Basically, I suppose a lot of VI gamers have problems with 3d, viewing
it as more complex, but I am totally the opposite. I have a problem
with complex 2d worlds because they lack some visual element for me.
So creating a side-scroller, for me, is harder than creating a 3d FPS.

Smile.


On 1/25/11, dark d...@xgam.org wrote:
That to an extent is true Tom, but equally bare in mind that 2D is 
spacially

easier than 3D.

Many of the problems some people have with 3D are simply space
orientated,  heck, if it weren't for good nav features in the gma 
engine

and terraformers I couldn't play them myself, and in fact find monkey
business and technoshock utterly impossible!

There has never been a complex side scroller in audio, so there is no 
guide

to what is or is not hard.

Myself, I stil think the hint system I mentioned might be a nice way to
balance things out and stop the game from becoming too challenging.

Beware the grue!

dark.


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Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark,

Basically, I figure unlocking trophies etc is one good use for arcade
mode. In Guardian of Light you get certain points for performing
various things like time bonuses etc that all go towards unlocking
certain trophies and things like that. So if we add arcade mode this
would be the most practical way of adding replay value.

On 1/26/11, dark d...@xgam.org wrote:
 I'm fairly indifferent on the score front, but I love the trophy idea,
 exactly as you said, trying to unlock them all is a challenge I really
 appreciate.

 Beware the grue!

 Dark.

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