Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Thomas Ward
Hi Cara,
Yes, doing true sequential play would be very prohibitive. Even though I 
lost much of the 1.0 source do to an accident some of the original 
source code can be saved and reused to recreate v2.0.
I'd like to save much of the original v1.0 game source as possible to 
jump-start v2.0.
 
Cara Quinn wrote:
Actually Tom, Quake generates messages as different players / bots do 
 different things in real time, but I think the work involved in making this 
 happen for the Trek game would make it prohibitive; in other words, a 
 complete rewrite.  ICK!!!

-And again, your point with the explosions and such happening all at 
 once and people not knowing what's going on is a valid one, as many of you 
 have reported that very thing in Quake, even though there are messages to 
 let players know, so unless someone actually knows a little bit about the 
 game ahead of time, and what to expect, it could be rather 
 disconcerting.  Anyway, just a few thoughts

Have a great evening!...

 Smiles,

 Cara
   


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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Thomas Ward
Hi Christopher,
 There is allot of ways of doing this, but i'd still like to keep the 
game in the turn based relm. I've seen board games randomise games by 
making each player roll to go first, second, third, etc... I think STFC 
could be quite successful doing this. Sequentual play isn't something I 
personally would like to work towards at this point.
Smile.
 



Christopher Bartlett wrote:
 The initiative idea is a good one, but why not extend it from 
 races to shipsingstarbases.  There are, what, 28 objects to 
 track?  It's no harder to track 28 objects for initiative value 
 then it is to track 4 race values.

 Note that you can combine Phil's suggestion and mine by having 
 initiative affect weapons firing, while still having movement be 
 simultaneous.  In fact, you'd have to do it this way if you were 
 going to track individual ship's initiative, since ships would 
 move as fleets, not individually.

 Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Thomas Ward
Hi Christopher,
Now, that sounds more reasonable now that I have a clearer idea of what 
you are talking about. I'll see what I can do.

Christopher Bartlett wrote:
 Tom,

 I think you misunderstand my idea.  Let me clarify.

 There is a game called Diplomacy, originally put out by the 
 Avalon Hill company that was a strategic-level WWI game.  Players 
 take the part of one of the seven major powers in Europe circa 
 1901.  Turns consist of three phases, diplomacy, during which 
 players negotiate alliances, peace treaties, etc, orders writing, 
 during which each player writes a set of orgers for his or her 
 units and the resolution phase, where all the orders are compared 
 and resolved.

 Each player has no advance knowledge of the opponents' orders, 
 and must construct his or her orders based on an assessment of 
 what the others are going to do, based on tactical position and 
 clues gained through diplomacy.  As such, the strategic problem 
 is somewhat more complex, since the game is a game of in-plete 
 information.

 What I proposed for STFC was a similar concept.  You'd eliminate 
 the preliminary diplomatic phase of course, but the player(s) 
 would use the normal input methods to plot orders.  Other players 
 computer or human, would do the same.  After all moves are 
 plotted, the game would execute the orders, describe the results 
 and give messages to the human player(s).

 There is no need for multithreading, simply process all turns 
 without knowledge of the next turn's movements.  The order of 
 oper'ns might look like:
 1.  Get input for all human player turns.
 2.  Create computer player turns, based on present positions, not 
 including knowledge about the human players' moves.
 3.  Process weapon firing.  Give messages describing results.
 4.  Move all ships according to their orders, subject to changes 
 from weapons damage.
 5.  Lather, rinse, repeat until end of game.

 Note that the only change from the way things happen now is that 
 moves are calculated before the computer paayers know what the 
 human player(s) are doing.

 Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread ian and riggs
On the agrip sight wheir do I go to get audio quake


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: 28 December 2006 12:31
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Holiday News.

Hi Cara,
Yes, doing true sequential play would be very prohibitive. Even though I 
lost much of the 1.0 source do to an accident some of the original 
source code can be saved and reused to recreate v2.0.
I'd like to save much of the original v1.0 game source as possible to 
jump-start v2.0.
 
Cara Quinn wrote:
Actually Tom, Quake generates messages as different players / bots do 
 different things in real time, but I think the work involved in making
this 
 happen for the Trek game would make it prohibitive; in other words, a 
 complete rewrite.  ICK!!!

-And again, your point with the explosions and such happening all at 
 once and people not knowing what's going on is a valid one, as many of you

 have reported that very thing in Quake, even though there are messages to 
 let players know, so unless someone actually knows a little bit about the 
 game ahead of time, and what to expect, it could be rather 
 disconcerting.  Anyway, just a few thoughts

Have a great evening!...

 Smiles,

 Cara
   


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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Cara Quinn
   Hi Ian, if you'd like, I have two installs at:

http://tbrn.net/modgirl

in the AQ folder.

   One install just installs the game, and the other installs the game 
along with extra XP voices if you'd like.

   If neither of these are what you want, let me know and I'll send along a 
set of links for the agrip site...

Smiles,

Cara

At 01:02 PM 12/28/2006 +, you wrote:

On the agrip sight wheir do I go to get audio quake


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: 28 December 2006 12:31
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Holiday News.

Hi Cara,
Yes, doing true sequential play would be very prohibitive. Even though I
lost much of the 1.0 source do to an accident some of the original
source code can be saved and reused to recreate v2.0.
I'd like to save much of the original v1.0 game source as possible to
jump-start v2.0.

Cara Quinn wrote:
 Actually Tom, Quake generates messages as different players / bots do
  different things in real time, but I think the work involved in making
this
  happen for the Trek game would make it prohibitive; in other words, a
  complete rewrite.  ICK!!!
 
 -And again, your point with the explosions and such happening all at
  once and people not knowing what's going on is a valid one, as many of you

  have reported that very thing in Quake, even though there are messages to
  let players know, so unless someone actually knows a little bit about the
  game ahead of time, and what to expect, it could be rather
  disconcerting.  Anyway, just a few thoughts
 
 Have a great evening!...
 
  Smiles,
 
  Cara
 


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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006

---
   View my on-line portfolio at:

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   The only things I really think are important, are love, and each 
other.  -Then, anything is possible...

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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Thomas Ward
Hi Jim,
These days I am personally on the road allot with my laptop disconnected 
from the web so I need games that are portible and don't need network 
connections to play.
That is the major drawback to networked on line games is you can't take 
them on the road and play them.
So what would half to happen to make this on line play possible is 
esentually two modes in one. A player vs computer mode, and a on line 
version. I am sure you have no idea how much work is involved with that. 
Smile.
For the moment I am just looking how to improve the imediate STFC game. 
As a free game I don't want to put to much work in to it unless people 
are willing to pay for an online version.


K4NKZ SICK and derange Jim wrote:
 hi tom,
 I have 1 more idea for stfc, it mite be for stfc version 3. make it a on 
 line game. so if I want too, I can play you, and the computer at the same 
 time. or I mite be able to play 3 other players. still being a move base 
 game. lets say I am player 1, and there are 3 other players. the game will 
 decide who will go first, second, and so on.so the game decided that player 
 3 will go first, player 1 goes second, player 4 goes next, and player 2 goes 
 last.and we all just take are turns and attack each other.it would be like 
 playing chess with 4 players. and if we only have 2 players, the game would 
 be the 2 other players.
 I only came up with this idea too give you a nice big head ache for 
 Christmas!
   


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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Thomas Ward
Hi Christopher,
Ummm... How exactly am I suppose to make all moves sequential? I mean 
after all each ship has to take it's own turn and messages are announced 
on who did what as they happen. If we are talking true sequential play 
then we are talking about multi-threading the game, no messages, and 
when moves start basically you would hear is lots of shooting, 
explosions, and no idea of what is happening.
Basically, my idea for STFC was of an up-to-date version of Trek 2000 or 
Battle Begins. Nothing more nothing less. Smile.



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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Thomas Ward
Hi guys,
Thanks. That is all I need is a bigger headache. Smile.
At the moment though I am caught up in getting Montezuma's Revenge 
working. I just got the sound processing code in, and am debugging it. 
It took me a good part of late Christmas afternoon while not much was 
happening to figure out why the potion sound effects were not turning on 
and off.
I still need to get the monster sounds working now as well as the 
environmental effects like ledges, ropes, vines, lava pits, etc. Lots 
and lots of work to keep me busy.


K4NKZ SICK and derange Jim wrote:
 yes! your idea is good!
 looks like we will give tom a bigger head ache!
   


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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread K4NKZ SICK and derange Jim
I came up with these ideas because I did not know what else to get you for 
Christmas!
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 26, 2006 6:25 AM
Subject: Re: [Audyssey] USA Games Holiday News.


Hi guys,
Thanks. That is all I need is a bigger headache. Smile.
At the moment though I am caught up in getting Montezuma's Revenge
working. I just got the sound processing code in, and am debugging it.
It took me a good part of late Christmas afternoon while not much was
happening to figure out why the potion sound effects were not turning on
and off.
I still need to get the monster sounds working now as well as the
environmental effects like ledges, ropes, vines, lava pits, etc. Lots
and lots of work to keep me busy.


K4NKZ SICK and derange Jim wrote:
 yes! your idea is good!
 looks like we will give tom a bigger head ache!



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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Phil Vlasak
Hi Tom,
Dungeons and dragons has a way of randomizing how battles are played. At the 
beginning of each round of play everyone rolls initiative and those with the 
lowest roll goes first.
This is modified by the time it takes to do an attack.
So a swing of a dagger will take a shorter time than a swing with a large 
sword.
In Star Trek you could have the same system in that all moves are planned, 
then the random initiative factor sets who goes first.
If the enemy decides to knock out your torpedoes and you plan on launching 
them on the same move and they go first then you either have no torpedoes to 
shoot or they blow up our ship!
Smiles,
Phil

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 26, 2006 6:21 AM
Subject: Re: [Audyssey] USA Games Holiday News.


 Hi Christopher,
 Ummm... How exactly am I suppose to make all moves sequential? I mean
 after all each ship has to take it's own turn and messages are announced
 on who did what as they happen. If we are talking true sequential play
 then we are talking about multi-threading the game, no messages, and
 when moves start basically you would hear is lots of shooting,
 explosions, and no idea of what is happening.
 Basically, my idea for STFC was of an up-to-date version of Trek 2000 or
 Battle Begins. Nothing more nothing less. Smile.



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 visit
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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Thomas Ward
Hi Phil,
Now, that is a slick idea. So esentually each race gets a number 1 
through 4. A random generator can pick if Cardassians, Federation, 
Romulans, Klingons, can move first, second, third, etc..
If the Cardassians get to go first and you happen to be fighting them 
you might get attacked first throwing your battle plan out the window. 
However if you are also attacking the Klingons and you come up before 
them you get the edge on them while losing the Cardassian front. That is 
pretty cool.
That would certainly mix things up a bit.

Phil Vlasak wrote:
 Hi Tom,
 Dungeons and dragons has a way of randomizing how battles are played. At the 
 beginning of each round of play everyone rolls initiative and those with the 
 lowest roll goes first.
 This is modified by the time it takes to do an attack.
 So a swing of a dagger will take a shorter time than a swing with a large 
 sword.
 In Star Trek you could have the same system in that all moves are planned, 
 then the random initiative factor sets who goes first.
 If the enemy decides to knock out your torpedoes and you plan on launching 
 them on the same move and they go first then you either have no torpedoes to 
 shoot or they blow up our ship!
 Smiles,
 Phil
   


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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Christopher Bartlett
Tom,

I think you misunderstand my idea.  Let me clarify.

There is a game called Diplomacy, originally put out by the 
Avalon Hill company that was a strategic-level WWI game.  Players 
take the part of one of the seven major powers in Europe circa 
1901.  Turns consist of three phases, diplomacy, during which 
players negotiate alliances, peace treaties, etc, orders writing, 
during which each player writes a set of orgers for his or her 
units and the resolution phase, where all the orders are compared 
and resolved.

Each player has no advance knowledge of the opponents' orders, 
and must construct his or her orders based on an assessment of 
what the others are going to do, based on tactical position and 
clues gained through diplomacy.  As such, the strategic problem 
is somewhat more complex, since the game is a game of in-plete 
information.

What I proposed for STFC was a similar concept.  You'd eliminate 
the preliminary diplomatic phase of course, but the player(s) 
would use the normal input methods to plot orders.  Other players 
computer or human, would do the same.  After all moves are 
plotted, the game would execute the orders, describe the results 
and give messages to the human player(s).

There is no need for multithreading, simply process all turns 
without knowledge of the next turn's movements.  The order of 
oper'ns might look like:
1.  Get input for all human player turns.
2.  Create computer player turns, based on present positions, not 
including knowledge about the human players' moves.
3.  Process weapon firing.  Give messages describing results.
4.  Move all ships according to their orders, subject to changes 
from weapons damage.
5.  Lather, rinse, repeat until end of game.

Note that the only change from the way things happen now is that 
moves are calculated before the computer paayers know what the 
human player(s) are doing.

Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Christopher Bartlett
The initiative idea is a good one, but why not extend it from 
races to shipsingstarbases.  There are, what, 28 objects to 
track?  It's no harder to track 28 objects for initiative value 
then it is to track 4 race values.

Note that you can combine Phil's suggestion and mine by having 
initiative affect weapons firing, while still having movement be 
simultaneous.  In fact, you'd have to do it this way if you were 
going to track individual ship's initiative, since ships would 
move as fleets, not individually.

Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-25 Thread Christopher Bartlett
While I like the idea of an on-line version, one change I'd like 
to see from sequential play is to make all turns execute 
simultaneously.  All players plot their orders simultaneously 
before the turns are processed.  This would be true whether or 
not one had human or computer opponents.  This changes the 
strategic equation since it adds an element of prediction to your 
choices that isn't there in a strictly turn-based game.

Actually, this would be a good compromise for making the game 
seem more real-time that would be easier to implement than true 
real-time play.

Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-25 Thread K4NKZ SICK and derange Jim
yes! your idea is good!
looks like we will give tom a bigger head ache!
- Original Message - 
From: Christopher Bartlett [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 25, 2006 12:10 PM
Subject: Re: [Audyssey] USA Games Holiday News.


While I like the idea of an on-line version, one change I'd like
to see from sequential play is to make all turns execute
simultaneously.  All players plot their orders simultaneously
before the turns are processed.  This would be true whether or
not one had human or computer opponents.  This changes the
strategic equation since it adds an element of prediction to your
choices that isn't there in a strictly turn-based game.

Actually, this would be a good compromise for making the game
seem more real-time that would be easier to implement than true
real-time play.

Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-24 Thread K4NKZ SICK and derange Jim
hi tom,
I have 1 more idea for stfc, it mite be for stfc version 3. make it a on 
line game. so if I want too, I can play you, and the computer at the same 
time. or I mite be able to play 3 other players. still being a move base 
game. lets say I am player 1, and there are 3 other players. the game will 
decide who will go first, second, and so on.so the game decided that player 
3 will go first, player 1 goes second, player 4 goes next, and player 2 goes 
last.and we all just take are turns and attack each other.it would be like 
playing chess with 4 players. and if we only have 2 players, the game would 
be the 2 other players.
I only came up with this idea too give you a nice big head ache for 
Christmas!


 - Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, December 24, 2006 9:26 AM
Subject: [Audyssey] USA Games Holiday News.


USA games news

Dec, 24, 2006.


Intro

Greetings gamers,
Welcome to this special edition of the USA Games news. We at USA Games
would like to wish everyone a Merry Christmas, and a happy new year. If
you don't celebrate Christmas we will simply wish you a happy holidays.
As the year 2006 ends we would like to announce where we are in
development of our projects, and let you all know what is in store for 2007.
We expect 2007 to be a big year for USA Games with Montezuma's Revenge
at the forefront of development, Raceway starting it's real development,
and perhaps laying the groundwork for STFC 2.0.

Montezuma's Revenge News

Many of you are no doubt wondering what is happening with Montezuma's
Revenge. The short answer is we have chosen to rewrite allot of the
engine for greater stability, better features, and to make it more like
James North's original vision for the game. As a result Montezuma's
Revenge is going through a long and complicated upgrade cycle. With the
end result hopefully more feature filled, stable, and more like what
some of you requested.
As many of you requested Angela was removed completely from the game and
Arizona Smith has made a return to the game. All of his sound effects
have been restored, and the storyline, plot, etc will follow the
original one from Alchemy.
 One of the major changes that is taking so long is we needed to remap
the temples. In Alpha 1 we created the temples to large, and many of you
didn't like that. In this version we are resizing the temples to the
original size they were in the Alchemy version. In short most temples
are about 75 by 36 units in length.
For the most part the levels will be exactly as James North created
them, but we have decided to make a couple of miner changes for realism
sake. For example in rooms where there were metal ladders we felt it
would be better if we used stone steps. So we replaced all the ladders
with stone steps.
Another important issue we are addressing in this upgrade is the way
sounds are loaded and played back. In Alpha 1 all sounds were loaded and
started playing. The problem of this was if you walked near a wall you
could here the skull, spider, gem, gold, etc even if it was in a
different room. Now, sounds are based on your specific location. If you
are in room 1 and there is a potion in room 1 it is loaded and played
while you are in the room./ If you move in to room 2 the potion effect
is stopped, and the gems are loaded and played. This isn't perfect yet,
but we are working on it.
One feature we have started work on is a high score tracking feature. We
haven't yet worked on any sort of on line posting feature, but the game
itself will keep track of your high scores for easy, medium, hard, and
insane levels. You can access your high scores from the game's main menu.
Finally, one other massive area undergoing work is the games
environmental effects. We did find the games original ambiance was cool,
and it might be placed back in the release. Some effects are going away
since we have found better ones while some classic sounds are returning.
What exactly it will sound like by Alpha 2 remains to be seen.

Raceway News

I know it has been ages since we talked about Raceway. In truth not much
is going on to report. Although, thanks to one of the beta testers of
ESP Raceway I now have the original sound effects which by accident or
design Alchemy Game Studios failed to give me.  Although, a few effects
I think I will not use as I have higher quality ones laying around on my
hard drive.
With the sound effects in hand, the original source code, and my own
ideas for the game I think Raceway should turn out to be a really good
racing game.

STFC News


As most of you are now aware STFC 1.0 was released earlier this month.
Do to losing the source code I was not able to fix everything or
complete the game the way I had hoped to. Although, all hope is not lost.
I have decided to begin work on STFC 2.0 sometime next year once
Montezuma's Revenge and Raceway is well on their way.I don't know
weather or not the game will be TNG, DS9, etc. However, 

Re: [Audyssey] USA Games Holiday News.

2006-12-01 Thread shaun everiss
not really, stfc will be free.
Stdw will start, whenever it starts.
At 04:07 AM 12/1/2006, Thomas Ward wrote:
Hi,
Yes, the TNG/DS9 sounds are still apart of STFC 1.0.

Dark wrote:
 Great news!

 I'm certainly looking forward to trying both games out, and I'm very glad 
 that problems in final Conflict developement have been gotten around. sinse 
 NExt Gen is by far my favourite Trek series, a stratogy game based on it, 
 fighting enemies like The Borg and the cardassians as well as the 
 traditional Trek enemies would deffinately be a good thing. Does the game 
 stil use the next gen sounds? I do remember reading somewhere that it did, 
 but I could well be wrong, or things might have been changed around sinse 
 then.

 Beware the grue!
   


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Re: [Audyssey] USA Games Holiday News.

2006-12-01 Thread Dark
exellant, I'll look forward to showing the Borg some non-futile resistance!

Please excuse my ignorance, but what's Stdw? another star trek game in 
developement? a title change to Starwars Jedi Strike? (I hope that one is 
stil in developement).

I'm sorry if this is a stupid question, but I do like to keep up with audio 
games in developement, even at risk of appearing a bit dim.

Beware the grue!

Dark.
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 01, 2006 8:12 AM
Subject: Re: [Audyssey] USA Games Holiday News.


 not really, stfc will be free.
 Stdw will start, whenever it starts.
 At 04:07 AM 12/1/2006, Thomas Ward wrote:
Hi,
Yes, the TNG/DS9 sounds are still apart of STFC 1.0.

Dark wrote:
 Great news!

 I'm certainly looking forward to trying both games out, and I'm very 
 glad
 that problems in final Conflict developement have been gotten around. 
 sinse
 NExt Gen is by far my favourite Trek series, a stratogy game based on 
 it,
 fighting enemies like The Borg and the cardassians as well as the
 traditional Trek enemies would deffinately be a good thing. Does the 
 game
 stil use the next gen sounds? I do remember reading somewhere that it 
 did,
 but I could well be wrong, or things might have been changed around 
 sinse
 then.

 Beware the grue!



___
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visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.



 ___
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 visit
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Re: [Audyssey] USA Games Holiday News.

2006-12-01 Thread Thomas Ward
Hi,
STDW stands for Star Trek Dominion War. It is another title on the 
future projects list. It will be based on the Dominion War, will be in 
real time, and will be an interesting title when it gets off the drawing 
bord.
As for SWJS the game is still in the works, but very slowly. I have to 
get Monty and Raceway completed before tackling the Star Wars and new 
Star Trek games.
Dark wrote:
 exellant, I'll look forward to showing the Borg some non-futile resistance!

 Please excuse my ignorance, but what's Stdw? another star trek game in 
 developement? a title change to Starwars Jedi Strike? (I hope that one is 
 stil in developement).

 I'm sorry if this is a stupid question, but I do like to keep up with audio 
 games in developement, even at risk of appearing a bit dim.
   



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Re: [Audyssey] USA Games Holiday News.

2006-11-30 Thread Dark
Great news!

I'm certainly looking forward to trying both games out, and I'm very glad 
that problems in final Conflict developement have been gotten around. sinse 
NExt Gen is by far my favourite Trek series, a stratogy game based on it, 
fighting enemies like The Borg and the cardassians as well as the 
traditional Trek enemies would deffinately be a good thing. Does the game 
stil use the next gen sounds? I do remember reading somewhere that it did, 
but I could well be wrong, or things might have been changed around sinse 
then.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Wednesday, November 29, 2006 8:47 PM
Subject: [Audyssey] USA Games Holiday News.




 USA Games Entertainment

 Holiday News

 Nov. 9, 2006

 Introduction

 Greetings gamers,
 There is allot happening for USA Games customers and supporters this
 holiday season. We have a couple of releases coming up as well as a
 completely new and improved web site going up. So read on to get the 
 scoop.

 Star Trek Final Conflict


 At last after two years of development, testing, and many setbacks we
 are happy to announce STFC 1.0 is nearly complete and is ready for final
 release. As most of you know the code was lost for this title, but I
 managed to sort through my betas and found one stable enough to release
 to the general public. There will be a few miner bugs and snags in 1.0,
 but for the most part it is stable and ready to ship. All that really
 needs doing is finishing the users guide, rebuild the installer, and
 post it on the web site for download.
 As many of you may have heard this 1.0 final release will be released as
 free ware. There will be no charge for the full release, and among the
 changes is the full version of the game, support for DirectX 9.0C 2006,
 Microsoft .NET 2.0, and uses Innosetup for installation.
 Although, we know the release will between now and Christmas we aren't
 prepared to set a specific day and time. More information will be
 announced on the Audyssey mailing list, the USA Games mailing list, or
 our web site
 http://www.usagames.us
 when the announcement is ready to be given.


 Montezuma's Revenge


 I'm aware many of you will be interested in venturing in to temple 2.
 However, I've not been able to complete that level do to time. However,
 I do have plans to update Montezuma's Revenge with support for .NET
 Framework 2, a new manual, and other miner bug fixes, changes, and 
 updates.
 More information  will be announced as the release is nearer to
 completion of the next update.

 USA Games Web Site

 As mentioned before the USA Games web site
 http://www.usagames.us
 is undergoing a major upgrade. It is not certain when the new site is
 going to be launched, but we do intend to upgrade this month.
 Many of the new changes will include a slightly new look and feel to the
 web site. For those interested we have dropped the split frame view and
 have decided to switch to a more traditional table layout for our site
 navigation section. We feel not only is this a bit more accessible I am
 told the appearance of the site looks better by having two rows of
 organized links  along the top and bottom of each page.
 In addition we will be adding more to our download center besides our
 own games. We will have links to download the latest Ubuntu Linux
 installation disks, links for other third party software, and we will
 eventually be putting up links to other places as well.
 This is likely to be an ongoing project through December, and probably
 on in 2007. However, when done USA Games will have more content, and be
 more than just a place holder for our games and projects.
 At this point we do not plan to discuss all the changes we will be doing
 to the site, but when it is launched we will certainly let you know.

 Thomas Ward
 President of USA Games Entertainment
 http://www.usagames.us

 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web. 


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Re: [Audyssey] USA Games Holiday News.

2006-11-30 Thread Thomas Ward
Hi,
Yes, the TNG/DS9 sounds are still apart of STFC 1.0.

Dark wrote:
 Great news!

 I'm certainly looking forward to trying both games out, and I'm very glad 
 that problems in final Conflict developement have been gotten around. sinse 
 NExt Gen is by far my favourite Trek series, a stratogy game based on it, 
 fighting enemies like The Borg and the cardassians as well as the 
 traditional Trek enemies would deffinately be a good thing. Does the game 
 stil use the next gen sounds? I do remember reading somewhere that it did, 
 but I could well be wrong, or things might have been changed around sinse 
 then.

 Beware the grue!
   


___
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To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.


Re: [Audyssey] USA Games Holiday News.

2006-11-30 Thread Steve Crawford
Hi Thomas,

I haven't been on this list for long, nor developing accessible games all
that long either, so I'm probably going to ask a really dumb question but
here goes. Your Montezuma's Revenge sounds like a clone of the famous Parker
Brother's game of the 80s. Did you have to get permission from Parker
Brothers or did they put it in the public domain or what? Reading on your
site, you acquired the rights to the game from Alchemy Game Works so did
they have the rights.

As a developer of commercial software I'm scared stiff that someone will
come along and threaten me with legal action for copyright infringement. I
think, under the ammendments to the copyright act here (UK) you can produce
accessible versions without seeking permission of the copyright holder but
this, of course, applies only for personal use and not for commercial
products.

Thanks,
Steve

Azabat Software: accessible games for visually impaired beginners
Web: www.azabat.co.uk
Email: [EMAIL PROTECTED]
Tel: 07740 777 364

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Thomas Ward
Sent: 29 November 2006 20:47
To: gamers@audyssey.org
Subject: [Audyssey] USA Games Holiday News.




USA Games Entertainment

Holiday News

Nov. 9, 2006

Introduction

Greetings gamers,
There is allot happening for USA Games customers and supporters this
holiday season. We have a couple of releases coming up as well as a
completely new and improved web site going up. So read on to get the scoop.

Star Trek Final Conflict


At last after two years of development, testing, and many setbacks we
are happy to announce STFC 1.0 is nearly complete and is ready for final
release. As most of you know the code was lost for this title, but I
managed to sort through my betas and found one stable enough to release
to the general public. There will be a few miner bugs and snags in 1.0,
but for the most part it is stable and ready to ship. All that really
needs doing is finishing the users guide, rebuild the installer, and
post it on the web site for download.
As many of you may have heard this 1.0 final release will be released as
free ware. There will be no charge for the full release, and among the
changes is the full version of the game, support for DirectX 9.0C 2006,
Microsoft .NET 2.0, and uses Innosetup for installation.
Although, we know the release will between now and Christmas we aren't
prepared to set a specific day and time. More information will be
announced on the Audyssey mailing list, the USA Games mailing list, or
our web site
http://www.usagames.us
when the announcement is ready to be given.


Montezuma's Revenge


I'm aware many of you will be interested in venturing in to temple 2.
However, I've not been able to complete that level do to time. However,
I do have plans to update Montezuma's Revenge with support for .NET
Framework 2, a new manual, and other miner bug fixes, changes, and updates.
More information  will be announced as the release is nearer to
completion of the next update.

USA Games Web Site

As mentioned before the USA Games web site
http://www.usagames.us
is undergoing a major upgrade. It is not certain when the new site is
going to be launched, but we do intend to upgrade this month.
Many of the new changes will include a slightly new look and feel to the
web site. For those interested we have dropped the split frame view and
have decided to switch to a more traditional table layout for our site
navigation section. We feel not only is this a bit more accessible I am
told the appearance of the site looks better by having two rows of
organized links  along the top and bottom of each page.
In addition we will be adding more to our download center besides our
own games. We will have links to download the latest Ubuntu Linux
installation disks, links for other third party software, and we will
eventually be putting up links to other places as well.
This is likely to be an ongoing project through December, and probably
on in 2007. However, when done USA Games will have more content, and be
more than just a place holder for our games and projects.
At this point we do not plan to discuss all the changes we will be doing
to the site, but when it is launched we will certainly let you know.

Thomas Ward
President of USA Games Entertainment
http://www.usagames.us

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To 

Re: [Audyssey] USA Games Holiday News.

2006-11-30 Thread Thomas Ward
Hi Steve,
Montezuma's Revenge is indeed a accessible remake of the old Atari 
classic side-scroller. I'm not exactly sure where I stand legally as for 
as copyrights go, but Alchemy was in development of the game before I 
acquired it and took over development. When I said I had acquired the 
rights that meant that Alchemy Games would revoke any future sales of 
the product, turn over all source and sound effects, and of course the 
customers.
As far as being worried of copyrights I put that down to a personal 
decision as to how closely you wish to follow the copyright laws to the 
letter.
PCS Games for example has successfully written and marketed Packman 
Talks without any word from the copyright holders of the game. GMA Games 
has produced Trek 2000 and Trek 99 without a word from Paramount. PCS 
Games is in development of Sarah which is a Harry Potter spin off, and 
so far no word from the copyright holder's legal staff. I myself have 
been in production of Final conflict for two years, and a demo has been 
on site for equally that long and no word from Paramount.
I don't think it is that the companies do not care, but they don't wish 
to go after small fries like you and me. Paramount would gladly go after 
Fox, Lucasfilm, or someone like that for using Star Trek, but for some 
blind dev writing a game and giving it away or scraping up a few peanuts 
for it it's in the long term not worth their time to worry about it.
Another textbook example of what I mean is take the game Asteroids. The 
game came out in 1979, and eventually Activision got the rights to the 
game, and have released Asteroids games for PC, consoles, etc. Yet, you 
can look just about anywhere and find free Asteroids games which are 
direct copies of the Asteroid games which are rewrites with this or that 
added. I can think of three or four for Linux such as: SDL Roids, 
Vectoroids, Asteroids 3D,, Mailstrem, and so on.
The Linux KDE desktop ships with a sweet of games, and one of those is 
KPackman. As it happens the game is open source, but is also sold as a 
part of many Linux operating systems. No one has taken them to task for 
adding Asteroids 3D or KPackman to their list of games, and Linux 
KPackman and Asteroids have allot more users than the entire known blind 
gaming comunity.

Steve  Crawford wrote:

 Hi Thomas,

 I haven't been on this list for long, nor developing accessible games all
 that long either, so I'm probably going to ask a really dumb question but
 here goes. Your Montezuma's Revenge sounds like a clone of the famous Parker
 Brother's game of the 80s. Did you have to get permission from Parker
 Brothers or did they put it in the public domain or what? Reading on your
 site, you acquired the rights to the game from Alchemy Game Works so did
 they have the rights.

 As a developer of commercial software I'm scared stiff that someone will
 come along and threaten me with legal action for copyright infringement. I
 think, under the ammendments to the copyright act here (UK) you can produce
 accessible versions without seeking permission of the copyright holder but
 this, of course, applies only for personal use and not for commercial
 products.

 Thanks,
 Steve

 Azabat Software: accessible games for visually impaired beginners
 Web: www.azabat.co.uk
 Email: [EMAIL PROTECTED]
 Tel: 07740 777 364

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Behalf Of Thomas Ward
 Sent: 29 November 2006 20:47
 To: gamers@audyssey.org
 Subject: [Audyssey] USA Games Holiday News.




 USA Games Entertainment

 Holiday News

 Nov. 9, 2006

 Introduction

 Greetings gamers,
 There is allot happening for USA Games customers and supporters this
 holiday season. We have a couple of releases coming up as well as a
 completely new and improved web site going up. So read on to get the scoop.

 Star Trek Final Conflict


 At last after two years of development, testing, and many setbacks we
 are happy to announce STFC 1.0 is nearly complete and is ready for final
 release. As most of you know the code was lost for this title, but I
 managed to sort through my betas and found one stable enough to release
 to the general public. There will be a few miner bugs and snags in 1.0,
 but for the most part it is stable and ready to ship. All that really
 needs doing is finishing the users guide, rebuild the installer, and
 post it on the web site for download.
 As many of you may have heard this 1.0 final release will be released as
 free ware. There will be no charge for the full release, and among the
 changes is the full version of the game, support for DirectX 9.0C 2006,
 Microsoft .NET 2.0, and uses Innosetup for installation.
 Although, we know the release will between now and Christmas we aren't
 prepared to set a specific day and time. More information will be
 announced on the Audyssey mailing list, the USA Games mailing list, or
 our web site
 http://www.usagames.us
 when the announcement is ready to be 

Re: [Audyssey] USA Games Holiday News.

2006-11-30 Thread Thomas Ward
Hi Richard,
That is just the beginning. I am working on a totally unrelated area for 
USA Games that will begin marketing to other technologies, and I am 
venturing in to other types of media to give the site some life.

Richard Sherman wrote:
 Hi thom,
 Rock on! Keep up the great work and thanks for the update.

 Rich
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Re: [Audyssey] USA Games Holiday News.

2006-11-29 Thread Richard Sherman
Hi thom,
Rock on! Keep up the great work and thanks for the update.

Rich
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