Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Christopher Bartlett
This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread shaun everiss
hmmm I'd be happy to install all the dependencies on my system.
I have dotnet 1.1 to 3.5 with all service packs.
I have dx9 I have xna3 for entombed I have I think some my sql addins for this 
to.
So if it was easy enough I'd load all the dependancies.
At 03:27 p.m. 16/07/2009, you wrote:
Hi Shaun,
Like I mentioned earlier it really comes down to a matter of logistics. It is 
one thing to create a side-scroller like Mysteries of the Ancients, and quite  
another when designing a detailed roll playing game.
With a game like Mysteries of the ancients you have perhaps 14enemies on a 
level, most of a similar type or class, and equally as many special items. In 
terms of management that is a manageable amount of things to store in memory, 
and keep track of. Especially, since everything is pretty much standard 
throughout the entire game.
With a fantasy game book style roll playing game such as Sryth there is much 
more to keep track of. Each and every weapon could be different in terms of 
stats, quality, and may or may not have magic powers. In a game like Mysteries 
of the Ancients you only have to worry about one sword. In a roll playing game 
there could be hundreds of swords ranging from short swords, long swords, to 
broad swords, and so on. They could be common, sturdy, well crafted, 
exceptional,  magical, etc. You need to have a way to store all of that 
information without keeping it all in memory. The easiest way to do that is 
use a third-party database, and perform look ups when necessary.
Yeah, I could technically do the same thing in an off line version, but it 
seams to be the more difficult way of handling it. Instead of a nice SQL 
database I store all of that info in a text file and open and read those files 
as necessary. It just seams to me to be a quick and dirty way of handling it 
without the advantages of a true database on hand.
Smile.




shaun everiss wrote:
Well an online game is all and good, but I would probably take offline if I 
could.
the main issue is that there are a load of capped connections, and going over 
that probably is not nice.
although in theory the php html games take vary little data I just thought I 
would point out that fact.
In the next few months or so its possible either my bill or speed will change 
depending on the ability of me to afford the unlimited connection I am 
currently on who's prices is set to rise from 50 to 60 dollars.
This may mean I will have to either reduce my connection to a capped one say 
25gb which is still a fair ammount but others use the system to or change to 
a cheaper isp which will probably have a smaller cap all in all I'd prefur 
some offline play to.
  


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread shaun everiss
well I don't care for an open ended online game I don't have all the time or 
rather the wish to spend all my time on an online game.
At 07:16 p.m. 16/07/2009, you wrote:
This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark

Hi Chris.

while I agree the responsiveness of a human gm to the choices of players is 
indeed something which couldn't be mimmicked by any computer program, I do 
think there must always be some sort of structure in the world or situation 
presented to the player anyway, symply because of the nature of the relation 
betwene the players and the world.


the world and it's npcs are completely under the control of the gm, and have 
to respond to the players in a way which is some degree progressive.


I'm not talking about specifically tightly scripted games, - the game 
can be as free for player action as possible, but there must be some sort of 
progression in events or otherwise the players will just stumble around 
getting randomly board.


While a computer program certainly can't have the responsiveness to all the 
actions a player might choose which a human would, imho it could, -  
assuming the programmer is a sufficiently skilled author, have this aspect 
of narative progression.


To give a basically symple example of what I mean, the players arrive in a 
village. The gm must have an idea of the history of certain aspects and 
characters of this village.


Suppose for instance it's under attack from a goblin hoard. The players will 
be told of certain things which are wrong in the village and (if they're 
observant), will investigate as to why.


They may have several courses of action at that point, attempt to slaughter 
the goblins themselves, go and fetch help from elsewhere, organize and train 
the villagers for defense etc, but ultimately, the basic presence of the 
hoard implies that the players do something about it, - engage in a 
story concerning it.


While the players choices of what to do in the situation may be fairly 
open,  the situation itself implies a narative structure, simply on the 
basis that players being players, and games being what they are, they'll 
want to do something about the hoard.


This for me is the essance of an rpg as i said,  playing the protagonist 
in a series of events and situations which form some sort of story.


Of course the more choice I have about those situations the better, -  
but ultimately the situations have to be set up in such a way to provide 
some sort of satisfying narative cohesion somewhere along the line.


Beware the Grue!

Dark. 



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread piotr machacz
yeah same here. I'm personally more into offline gaming. I never liked
online games that much, though the fighting fantasy gamebooks are cool
there you get long descriptions and then links of what you want to do
instad of something like a table: peter. mage. 31 hp out of 45. 11
mana out of 20. and so on and so on.

On 7/16/09, shaun everiss shau...@xtra.co.nz wrote:
 well I don't care for an open ended online game I don't have all the time or
 rather the wish to spend all my time on an online game.
 At 07:16 p.m. 16/07/2009, you wrote:
This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them
 until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by
 the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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[Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread dark
sinse i keep getting utterly lost in the warriors 2 dungeons, I've gbeen 
trying to discuss setting up a coordinates system with the gm.


His initial suggestion of an aski map wasn't great, and after I asked about 
in room coordinates I got the following charming response:


with the system i have today im sorry to tell.. there are
hundreds of different dungeons, so writing such things would
be impossible, writing a code that pickedup what you can
see in a dungeon is not that easy ider im affraid. none can
se the howl dungeon, its covered in fog of war, so you can
only se where you have resently been. this makes it hard as
hell to just tell how to get from one point to another in some
smart way.
best regardS/Zac

Needless to say, I won't be playing the game anymore, sinse I'm at the stage 
now where to do anything new I absolutely need to do dungeons to progress in 
the game, and I'll be making a note of this on the audiogames.net warriors 2 
page as well.


Beware the Grue!

Dark. 



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Re: [Audyssey] Super Deekout queries

2009-07-16 Thread Oriol gómez
1. I don't think you can.
2. get 2 million on normal and you will get the cheats.

On 7/16/09, Chris Hallsworth christopher...@googlemail.com wrote:
 Hello all,
 Two questions on Super Deekout for you.
 1. How do you clear the top ten scores?
 2. Could someone please send me the cheats for the game?
 Thanks in advance.
 --
 Chris Hallsworth
 e-mail: christopher...@googlemail.com
 MSN: ch9...@hotmail.com
 Skype: chrishallsworth7266

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-- 
msn
oriol_gs...@hotmail.com

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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
Well, when I wrote that article I was actually thinking more of 
designing roll playing games in general rather than my roll playing game 
specifically. In any case I understand what you are saying, and I could 
use text files to store stats, weapons, armor, and other items, but 
there are advantages to using an actual database for this. Plus, 
logistics asside, programming in C, C++, C-Sharp, Java, etc is also a 
lot more  time consuming. Consider the two examples below.


C Example

// Header includes
#include conio.h
#include stdio.h
#include stdlib.h

// Function prototypes
void LoadScreen(int);
void GetInput(int);

// Load and show the game screen.
void LoadScreen(int screen)
{

// Clear the game screen
system(cls);

// If this is screen 1091
// print the screen
if (screen == 1091)
{
printf((%d)\n, screen);
printf(You are standing in a north/south passage.\n);
printf(You can hear the sound of dripping water up ahead.\n);
printf(What would you like to do?\n);
printf(Head North (n)\n);
printf(Head South(s)\n);
}

// Wait for the player to press a key
GetInput(screen);
}

// Get keyboard input
// for the current game screen
void GetInput(int screen)
{

// Wait for a key press
char key = getch();

// If this is screen 1091
// handle keyboard input
if (screen == 1091)
{

// Head north
if (key == 'n')
{
LoadScreen(1092);
}

// Head south
if (key == 's')
{
LoadScreen(1090);
}

// The user pressed an invalid choice
else
{
system(cls);
printf(Error! Please press n or s.\n);
printf(Press any key to continue.\n);
getch();
LoadScreen(1091);
}
}
}

html/php example

html
head
titleLegends of Etheria/title
/head
body
p align=center(1091)/p
p align=leftYou are standing in a north/south passage. You can hear 
the sound of dripping water from up ahead. What would you like to do?/p

bra href=1092.phpHead North/a
bra href=1090.phpHead South/a
?php
$options = file_get_contents('options.php');
$stats = file_get_contents('stats.php');
print $stats;
print $options;
?
/body
/html

What is probably quite clear in these two examples is my second example 
was far easier and quicker to create than the first example. While C is 
powerful it is not really suited to the game book style adventure. 
Assuming there were 1091 screens I'd have to do the same thing 1,091 
times. In such an instance using html and php makes the job much easier 
to perform.

Smile.

dark wrote:

Hi Tom.

Well I'm fully in favor of the frequent updates etc which a php script 
game could give, and I'm glad your stil thinking single player even if 
the logistics are much easier online, pluss, it'd probably be seen as 
more reasonable of you to charge for an online game in some way than 
for a downloadable text rpg, - though personally I'd be willing to 
pay for such a game if it fulfilled my needs.


But being as your also running a business (and to maintain the server 
costs of the game), either a subscription or account update fee for 
the game to gain full access would be seen as more reasonable by the 
public in general, - I know the huge amounts of markiting 
resources the commercial interactive fiction company malinch have to 
put into selling their games.


Btw, not to quibble over your decision (which I completely understand 
the logic of), but Angband, the roguelike I mentioned which will 
hopefully be having full accessibility features added in the future, 
has taken precisely the opposite approach.


I'm not certain what language the game is written in, but there are 
certainly several versions (windows mac os), and even source code for 
self compiling.


When new versions come out, they are symply stuck on the website and 
people are expected to update. Everything in the game,  the 
thousand or so monsters, the classes, items, and huuge amount of 
complex mechanics are contained in a series of text files which are 
easy to modify (one reason Angband has so many varients developed by 
other people). There is even a text file containing sound and display 
options.


Obviously there are some differences,  the most notable being that 
while Angband certainly uses lots of text for a roguelike (one reason 
why I'm fairly convinced it can be made fully accessible in the first 
place given some extra warning messages and coordinates), it does have 
a basically spacial interface with characters moving around a grid 
based, randomly generated dungeon rather than the environment being 
described gamebook style.


Stil, in terms of pure mechanics,  of which Angband has a truly 
mind bogling amount, everything is run through text file databases.


this isn't to say your decision is wrong, or to argue in the least, 
- as I said I can fully follow your logic, I just thought it was 
an interesting contrast, and sinse we're discussing rpgs I thought I'd 
throw it out for considderation.


Beware the Grue!

Dark.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
Point taken Tom on the text front, - I actually understood your php 
example pretty well given my knolidge of html,  ;D.


I suppose the crytical difference here is with Angband's presentation.

It doesn't need to worry about presenting several thousand screens of actual 
text and linking them via key presses or whatever, it just needs to defign a 
number of objects, - player, monsters, npcs, walls doors and items which 
are presented randomly on a grid pattern with certain rules and attributes 
attached to them, and set up the various reactions for what happenes when 
two of these objects interact, rather than completely rewrite all in game 
screens for each game event as happens in a gamebook style game or your 
example.


I was just particularly interested in the use of text files, sinse that's 
one of Angband's actual strengths, and the reason players have been able to 
create so many different varients and alternative versions of the game so 
easily.


Your example though also makes me wonder about early 80's rpgs like Eamon 
and fallthru and how much doing they must have taken to create.


Beware the rue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 3:18 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Dark,
Well, when I wrote that article I was actually thinking more of designing 
roll playing games in general rather than my roll playing game 
specifically. In any case I understand what you are saying, and I could 
use text files to store stats, weapons, armor, and other items, but there 
are advantages to using an actual database for this. Plus, logistics 
asside, programming in C, C++, C-Sharp, Java, etc is also a lot more  time 
consuming. Consider the two examples below.


C Example

// Header includes
#include conio.h
#include stdio.h
#include stdlib.h

// Function prototypes
void LoadScreen(int);
void GetInput(int);

// Load and show the game screen.
void LoadScreen(int screen)
{

// Clear the game screen
system(cls);

// If this is screen 1091
// print the screen
if (screen == 1091)
{
printf((%d)\n, screen);
printf(You are standing in a north/south passage.\n);
printf(You can hear the sound of dripping water up ahead.\n);
printf(What would you like to do?\n);
printf(Head North (n)\n);
printf(Head South(s)\n);
}

// Wait for the player to press a key
GetInput(screen);
}

// Get keyboard input
// for the current game screen
void GetInput(int screen)
{

// Wait for a key press
char key = getch();

// If this is screen 1091
// handle keyboard input
if (screen == 1091)
{

// Head north
if (key == 'n')
{
LoadScreen(1092);
}

// Head south
if (key == 's')
{
LoadScreen(1090);
}

// The user pressed an invalid choice
else
{
system(cls);
printf(Error! Please press n or s.\n);
printf(Press any key to continue.\n);
getch();
LoadScreen(1091);
}
}
}

html/php example

html
head
titleLegends of Etheria/title
/head
body
p align=center(1091)/p
p align=leftYou are standing in a north/south passage. You can hear 
the sound of dripping water from up ahead. What would you like to do?/p

bra href=1092.phpHead North/a
bra href=1090.phpHead South/a
?php
$options = file_get_contents('options.php');
$stats = file_get_contents('stats.php');
print $stats;
print $options;
?
/body
/html

What is probably quite clear in these two examples is my second example 
was far easier and quicker to create than the first example. While C is 
powerful it is not really suited to the game book style adventure. 
Assuming there were 1091 screens I'd have to do the same thing 1,091 
times. In such an instance using html and php makes the job much easier to 
perform.

Smile.

dark wrote:

Hi Tom.

Well I'm fully in favor of the frequent updates etc which a php script 
game could give, and I'm glad your stil thinking single player even if 
the logistics are much easier online, pluss, it'd probably be seen as 
more reasonable of you to charge for an online game in some way than for 
a downloadable text rpg, - though personally I'd be willing to pay 
for such a game if it fulfilled my needs.


But being as your also running a business (and to maintain the server 
costs of the game), either a subscription or account update fee for the 
game to gain full access would be seen as more reasonable by the public 
in general, - I know the huge amounts of markiting resources the 
commercial interactive fiction company malinch have to put into selling 
their games.


Btw, not to quibble over your decision (which I completely understand the 
logic of), but Angband, the roguelike I mentioned which will hopefully be 
having full accessibility features added in the future, has taken 
precisely the opposite approach.


I'm not certain what language the game is written in, but there are 
certainly several versions (windows mac os), and even source code for 
self compiling.


When new versions come 

Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi,

Quote
First, I don't think I'd classify Angband or any of the Roguelikes as an
RPG.  These feel more like tactical simulations with a lot of details added
End quote

I agree. I'm not thinking of a roguelike adventure such as Angband or 
Ancient Domains of Mystery. What I am thinking of is a game book style 
game play along the lines of Sryth. My game world will be full of towns, 
cities, forests, mountains, and have an open ended story line. The game 
needs to be written more like an interactive book instead of one large 
dungeon.


Quote
One big advantage of what Tom is proposing would be the possibility of
user-extensibility.  As I understand it, the game design would be completely
modular, so it should be possible to bolt on new modules fairly easily.
End quote

Yes and no. It is true that using ascripting language like php would 
make the task of updating the game, bolting on new modules, etc much 
easier. However, I am not as open to the idea of end users just bolting 
on their own modules themselves. For one thing they would have to have 
full access to the USA Games web server, and for security reasons I 
can't allow that. Plus once I create the core game scripts they'll need 
to follow whatever guidelines and coding conventions I use in order to 
keep the code clean and bug free.
Finally, there is the problem with copyrights. If you or someone sends 
me an adventure submission, a npc character, whatever I would have legal 
right to assume copyright control of that story or character. However, 
some people may object to that, or they may think that by contributing x 
number of adventures entitles them to a discount on the game 
subscription. So I'm not really sure where I stand on this idea of end 
user extensibility.


Quote
I'm not sure how to translate all of these thoughts into a playable
computer-mediated game.  The questions transcend the medium and would be
faced no matter how you decide to deploy the game.
I don't know how ambitious you want to be Tom, but I would be interested in
being a part of the creation of things, if you're looking for any
collaborators.  I have 25 years of IRL role-playing experience, both playing
and running games. 
End quote


At this point I'm really just hoping to work on the games story and have 
10 to 20 adventures to start with. Like Sryth, Kingdom of Loathing, 
whatever it is going to start out very small and gradually grow as time 
passes.
The main thing I need is adventure ideas, names for npc characters, 
names for towns, cities, etc. I have some written down, and more of this 
kind of stuff would never hurt.



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[Audyssey] latest issue of Audyssey?

2009-07-16 Thread Charles Rivard
The latest one I have is issue 54.  I thought that one was coming out shortly, 
and that was a few months back.  I haven't received any.  If I missed or did 
not receive the latest issue, where can I download it rather than just view it 
online?  Thanks.
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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
I agree Alan, a scifi rpg would be great, particularly with the large amount 
of worlds available.


But one step at a time though.

Beware the Grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 4:19 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Tom,
It looks like a pretty good idea. I can't pretend to understand all the 
technical mumbo jumbo, but it looks to me like you make a game, sell it, 
and charge a subscription to keep playing it online, like Ever Quest or 
World of Warcraft. It sounds highly customizable for programmer and 
gamers alike and so you might have a nice RPG to add to your catalog.


Personally, I like the stand alone, turn based RPG, with a major 
storyline. I like to make one or more characters with  lots of options and 
customization, who go from a weak to strong progression in power and 
items, solving miniquests, and challenging tactical  battles ending up 
with the climatic showdown. I am not sure how that lines up with your 
vision, because most online things I have toyed with  seem to be simply, 
kill, loot, repeat when necesary.


Lastly, I just wanted to put a bug in the ear of you and everyone reading, 
I would love to see the turn based rPG game evolve into other  genres.
It would be neat to have science fiction, Post Apocalyptic, western, 
supernatural, or modern day  based RPG.


al


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Allan Thompson

Of course, your right. One thing at a time.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 11:37 AM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch


I agree Alan, a scifi rpg would be great, particularly with the large 
amount of worlds available.


But one step at a time though.

Beware the Grue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 4:19 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Tom,
It looks like a pretty good idea. I can't pretend to understand all the 
technical mumbo jumbo, but it looks to me like you make a game, sell it, 
and charge a subscription to keep playing it online, like Ever Quest or 
World of Warcraft. It sounds highly customizable for programmer and 
gamers alike and so you might have a nice RPG to add to your catalog.


Personally, I like the stand alone, turn based RPG, with a major 
storyline. I like to make one or more characters with  lots of options 
and customization, who go from a weak to strong progression in power and 
items, solving miniquests, and challenging tactical  battles ending up 
with the climatic showdown. I am not sure how that lines up with your 
vision, because most online things I have toyed with  seem to be simply, 
kill, loot, repeat when necesary.


Lastly, I just wanted to put a bug in the ear of you and everyone 
reading, I would love to see the turn based rPG game evolve into other 
genres.
It would be neat to have science fiction, Post Apocalyptic, western, 
supernatural, or modern day  based RPG.


al


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Shadow Dragon
Given all the discussion about RPG mechanics on here I just figured I'd 
throw in my two cents. Personally I think the use of RPG has taken to a 
broader scope. There's everything ranging from your classic RPG, using pen 
and paper, you and your friends creating all the characters and scennarios 
and playing through them, to what more modern gamers would consider an RPG, 
a party-based game where you create none of the characters and for the most 
part the game is very close-ended with a major storyline already in place, 
bosses to fight, quests to perform, goals to conquer. You also have your 
action RPG or ARPG, which are becoming more and more advanced as technology 
becomes more powerful. Its become a very broad category of games. Having 
said this I think that a gamebook style RPG will be one of the most 
difficult to create and really satisfy everyone. Take sryth for example. I 
am, and always have been a combat fanatic. I'm a martial arts enthusiast in 
real life, and if a book doesn't have an action scene every few chapters, 
its pretty much garunteed I probably won't like it. Therefore, sryth's 
combat system is highly disappointing, its simply a series of dice rolls 
which get very, very tedius after a while with minimal description and 
detail, even after the battle ends. So far lone wolf has some of the coolest 
detail to combat I've seen yet. I still play sryth for the exploration and 
story factor, when it comes up nowadays, but the combat system has always 
put me off from sryth slightly. The problem here is that you either have to 
be a combat enthusiast or be willing to go into the realm of unrealism aka 
final fantasy, later versions of dragon quest to get good techniques and 
spells and the like going, or the combat falls into the trap of 99% of muds 
where the unrealistic realism, learning how to bash with a shield or throw a 
basic kick, for example, becomes irritating. To me, at least. I've also 
never found random combat to my liking, the entire dice roll system has 
always bothered me. It makes me think of someone rushing into battle 
swinging wildly and hoping to god they hit something, rather than a fierce 
and powerful warrior stalking into battle and striking with careful, 
measured accuracy as he drives his opponent back and breaks through his 
defenses. Few games can immitate that, though, and its pretty complex, so 
its sort of understandable.


Then you also have your grinder types, who refuse to play an RPG unless 
there's plenty of stats to grind and goals to reach. Sure you can say 
there's plenty of number crunchers out there already, but I imagine not all 
grinders are interested in seeing straight numbers rise, for example, I 
grind to earn new techniques and spells, to power up my character in 
preparation for a bonus dungeon, in certain cases to level up other party 
members so they have a fighting chance in places, etc. I love exploration, 
but I've always thought that gamebook and RPG mechanics just don't seem to 
work out very well. I am interested to see how Thomas pulls off the 
combination of mechanics though. My personal favorite is closer to the 
mainstream version of RPG's as they stand now, where mostly things are 
close-ended, with turn-based battles and a major overarching plot and party 
of characters to control to complete said plot and side quests. This leaves 
more room for plot and character development in my opinion, because the main 
character can actually talk rather than just having a line about him telling 
someone this, or performing that action. And it's a lot less easy to fall 
into the trap that sryth always, always does with making your character look 
like he'd flee from his own shadow. I'd love to see something like this done 
in text form, aka planet gambro only without the very strange humor. I still 
haven't figured out what it is about text RPG's, no matter how advanced, and 
making them non-serious or humor-based.


Having said all this I'll definitely be checking out thomas's game when it 
comes out. While I think that gamebook and RPG mechanics clash on general 
principal just because the style of RPG isn't advanced enough for my tastes, 
the exploration factor is also nice, and some of the scenes can be really 
cool if done right and under certain mechanical conditions, aka using 
disciplins in lone wolf, skills and powers in sryth. So while its not my 
prefered style of RPG, I am glad to see another good-sounding text game 
coming up and will definitely be checking this out. Anyhow I think I've 
rambled on long enough, hopefully all of this made sense and wasn't too 
contradictory, its too early in the ... uh ... noon for major thinking just 
yet. 



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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread dark
I will admit spacial memory isn't exactly my forte, however the clear access 
difference betwene having a full graphical map which shows you precisely 
where you've been in a dungeon, and just having a choice of directions of 
where to go in each room (which are very generically described so there's no 
way of telling your position from that), should be obvious.


It's not the size of the dungeons I mind, it's this total lack of 
information, and the unwillingness of the Gm to even Countinance any sort of 
access suggestion,  especially after I've had some good responses from 
him on things like labeling in game buttons.


Obviously accessibility is something which is okay, so long as it doesn't 
actually involve doing anything.


That's why I'm not precisely happy about this, and why I'm considering a 
correct response.


Beware the Grue!

Dark.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 5:58 PM
Subject: Re: [Audyssey] Warriors 2 inaccessible?


For the record, I've never had any trouble with navigating the warriors2 
dungeon system, it just takes some patience, some basic spacial memory 
skill and a bit of strategic planning, especially for the bigger dungeons. 
Sure they're not as cut and dried as the comparitively small sryth 
dungeons, but I don't think it warrants this harsh of a response.

--
From: dark d...@xgam.org
Sent: Thursday, July 16, 2009 4:21 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Warriors 2 inaccessible?

sinse i keep getting utterly lost in the warriors 2 dungeons, I've gbeen 
trying to discuss setting up a coordinates system with the gm.


His initial suggestion of an aski map wasn't great, and after I asked 
about in room coordinates I got the following charming response:


with the system i have today im sorry to tell.. there are
hundreds of different dungeons, so writing such things would
be impossible, writing a code that pickedup what you can
see in a dungeon is not that easy ider im affraid. none can
se the howl dungeon, its covered in fog of war, so you can
only se where you have resently been. this makes it hard as
hell to just tell how to get from one point to another in some
smart way.
best regardS/Zac

Needless to say, I won't be playing the game anymore, sinse I'm at the 
stage now where to do anything new I absolutely need to do dungeons to 
progress in the game, and I'll be making a note of this on the 
audiogames.net warriors 2 page as well.


Beware the Grue!

Dark.

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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread piotr machacz
you defunitely shouldn't leave it alone now dark. though I don't play
the game I know by experience it's better to ask multiple times if you
really want, or even need, something from someone.

On 7/16/09, dark d...@xgam.org wrote:
 I will admit spacial memory isn't exactly my forte, however the clear access
 difference betwene having a full graphical map which shows you precisely
 where you've been in a dungeon, and just having a choice of directions of
 where to go in each room (which are very generically described so there's no
 way of telling your position from that), should be obvious.

 It's not the size of the dungeons I mind, it's this total lack of
 information, and the unwillingness of the Gm to even Countinance any sort of
 access suggestion,  especially after I've had some good responses from
 him on things like labeling in game buttons.

 Obviously accessibility is something which is okay, so long as it doesn't
 actually involve doing anything.

 That's why I'm not precisely happy about this, and why I'm considering a
 correct response.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Shadow Dragon elementalult...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, July 16, 2009 5:58 PM
 Subject: Re: [Audyssey] Warriors 2 inaccessible?


 For the record, I've never had any trouble with navigating the warriors2
 dungeon system, it just takes some patience, some basic spacial memory
 skill and a bit of strategic planning, especially for the bigger dungeons.

 Sure they're not as cut and dried as the comparitively small sryth
 dungeons, but I don't think it warrants this harsh of a response.
 --
 From: dark d...@xgam.org
 Sent: Thursday, July 16, 2009 4:21 AM
 To: Gamers@audyssey.org
 Subject: [Audyssey] Warriors 2 inaccessible?

 sinse i keep getting utterly lost in the warriors 2 dungeons, I've gbeen
 trying to discuss setting up a coordinates system with the gm.

 His initial suggestion of an aski map wasn't great, and after I asked
 about in room coordinates I got the following charming response:

 with the system i have today im sorry to tell.. there are
 hundreds of different dungeons, so writing such things would
 be impossible, writing a code that pickedup what you can
 see in a dungeon is not that easy ider im affraid. none can
 se the howl dungeon, its covered in fog of war, so you can
 only se where you have resently been. this makes it hard as
 hell to just tell how to get from one point to another in some
 smart way.
 best regardS/Zac

 Needless to say, I won't be playing the game anymore, sinse I'm at the
 stage now where to do anything new I absolutely need to do dungeons to
 progress in the game, and I'll be making a note of this on the
 audiogames.net warriors 2 page as well.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread dark

This is the third time of asking about the dungeons.

The first got me no answer. The second got me the suggestion about an aski 
map, and the third got me that response.


I'm concerned not just because I've personally invested time (aqnd a small 
amount of money), in the game, but also on the general accessibility front.


I did send a polite E-mail back explaning that single coordinates for each 
page didn't strike me as a major change, and highlighting the disparity 
betwene the situation of a Vi and fully sited player, but I'm not certain 
the Gm is going to be reasonable about this one.


Beware the grue!

Dark.

Beware the grue!

Dark.
- Original Message - 
From: piotr machacz piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 7:30 PM
Subject: Re: [Audyssey] Warriors 2 inaccessible?



you defunitely shouldn't leave it alone now dark. though I don't play
the game I know by experience it's better to ask multiple times if you
really want, or even need, something from someone.

On 7/16/09, dark d...@xgam.org wrote:
I will admit spacial memory isn't exactly my forte, however the clear 
access

difference betwene having a full graphical map which shows you precisely
where you've been in a dungeon, and just having a choice of directions of
where to go in each room (which are very generically described so there's 
no

way of telling your position from that), should be obvious.

It's not the size of the dungeons I mind, it's this total lack of
information, and the unwillingness of the Gm to even Countinance any sort 
of
access suggestion,  especially after I've had some good responses 
from

him on things like labeling in game buttons.

Obviously accessibility is something which is okay, so long as it doesn't
actually involve doing anything.

That's why I'm not precisely happy about this, and why I'm considering a
correct response.

Beware the Grue!

Dark.
- Original Message -
From: Shadow Dragon elementalult...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 5:58 PM
Subject: Re: [Audyssey] Warriors 2 inaccessible?



For the record, I've never had any trouble with navigating the warriors2
dungeon system, it just takes some patience, some basic spacial memory
skill and a bit of strategic planning, especially for the bigger 
dungeons.


Sure they're not as cut and dried as the comparitively small sryth
dungeons, but I don't think it warrants this harsh of a response.
--
From: dark d...@xgam.org
Sent: Thursday, July 16, 2009 4:21 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Warriors 2 inaccessible?

sinse i keep getting utterly lost in the warriors 2 dungeons, I've 
gbeen

trying to discuss setting up a coordinates system with the gm.

His initial suggestion of an aski map wasn't great, and after I asked
about in room coordinates I got the following charming response:

with the system i have today im sorry to tell.. there are
hundreds of different dungeons, so writing such things would
be impossible, writing a code that pickedup what you can
see in a dungeon is not that easy ider im affraid. none can
se the howl dungeon, its covered in fog of war, so you can
only se where you have resently been. this makes it hard as
hell to just tell how to get from one point to another in some
smart way.
best regardS/Zac

Needless to say, I won't be playing the game anymore, sinse I'm at the
stage now where to do anything new I absolutely need to do dungeons to
progress in the game, and I'll be making a note of this on the
audiogames.net warriors 2 page as well.

Beware the Grue!

Dark.

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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread piotr machacz
you can always end in a petition. smile. that's what I did the last
time and when I got an explanation here on lisst later on why I wasn't
getting a responce, I said, ok, I understand that, but deeply in my
heart I feel like I'll give it another go in the near future, either
way good luck!

On 7/16/09, dark d...@xgam.org wrote:
 This is the third time of asking about the dungeons.

 The first got me no answer. The second got me the suggestion about an aski
 map, and the third got me that response.

 I'm concerned not just because I've personally invested time (aqnd a small
 amount of money), in the game, but also on the general accessibility front.

 I did send a polite E-mail back explaning that single coordinates for each
 page didn't strike me as a major change, and highlighting the disparity
 betwene the situation of a Vi and fully sited player, but I'm not certain
 the Gm is going to be reasonable about this one.

 Beware the grue!

 Dark.

 Beware the grue!

 Dark.
 - Original Message -
 From: piotr machacz piterm...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, July 16, 2009 7:30 PM
 Subject: Re: [Audyssey] Warriors 2 inaccessible?


 you defunitely shouldn't leave it alone now dark. though I don't play
 the game I know by experience it's better to ask multiple times if you
 really want, or even need, something from someone.

 On 7/16/09, dark d...@xgam.org wrote:
 I will admit spacial memory isn't exactly my forte, however the clear
 access
 difference betwene having a full graphical map which shows you precisely
 where you've been in a dungeon, and just having a choice of directions of
 where to go in each room (which are very generically described so there's

 no
 way of telling your position from that), should be obvious.

 It's not the size of the dungeons I mind, it's this total lack of
 information, and the unwillingness of the Gm to even Countinance any sort

 of
 access suggestion,  especially after I've had some good responses
 from
 him on things like labeling in game buttons.

 Obviously accessibility is something which is okay, so long as it doesn't
 actually involve doing anything.

 That's why I'm not precisely happy about this, and why I'm considering a
 correct response.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Shadow Dragon elementalult...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, July 16, 2009 5:58 PM
 Subject: Re: [Audyssey] Warriors 2 inaccessible?


 For the record, I've never had any trouble with navigating the warriors2
 dungeon system, it just takes some patience, some basic spacial memory
 skill and a bit of strategic planning, especially for the bigger
 dungeons.

 Sure they're not as cut and dried as the comparitively small sryth
 dungeons, but I don't think it warrants this harsh of a response.
 --
 From: dark d...@xgam.org
 Sent: Thursday, July 16, 2009 4:21 AM
 To: Gamers@audyssey.org
 Subject: [Audyssey] Warriors 2 inaccessible?

 sinse i keep getting utterly lost in the warriors 2 dungeons, I've
 gbeen
 trying to discuss setting up a coordinates system with the gm.

 His initial suggestion of an aski map wasn't great, and after I asked
 about in room coordinates I got the following charming response:

 with the system i have today im sorry to tell.. there are
 hundreds of different dungeons, so writing such things would
 be impossible, writing a code that pickedup what you can
 see in a dungeon is not that easy ider im affraid. none can
 se the howl dungeon, its covered in fog of war, so you can
 only se where you have resently been. this makes it hard as
 hell to just tell how to get from one point to another in some
 smart way.
 best regardS/Zac

 Needless to say, I won't be playing the game anymore, sinse I'm at the
 stage now where to do anything new I absolutely need to do dungeons to
 progress in the game, and I'll be making a note of this on the
 audiogames.net warriors 2 page as well.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread Shadow Dragon
I suppose its your choice weather or not to play. This to me looks similar 
to lands of hope, where it might have been reasonable to do something like 
this had they done it from the start, but going through every single dungeon 
from the beginning of the game and adding things to them would be 
exceedingly harsh. You always have to see it from the coder's standpoint, 
not just by how easy it seems to do something. Not only that but warriors2 
is also a second language game, its entirely possible the GM may or may not 
understand what you're asking him to do. I honestly think we shouldn't react 
so viciously to accessibility things. It happens far too often, and 99% of 
the time there's a workaround if you're willing to put forth a little time 
and effort, or a lot of time and effort as the case may be. If people don't 
think a game is worth the effort to find and use the workarounds that's 
fine, but I usually can't see blaming it on the developer, especially not if 
it's a developer who's done other things in the name of accessibility and is 
obviously at least somewhat open to suggestions for how to make his game 
more playable. I've played every game I could find from sryth and Kingdom of 
Loathing, easily two of the most accessible games out there, to Lands of 
Hope and 3 skulls, two of the most inaccessible due to the use of 
mouseovers, lots of cursor routing and wandering and a ton of graphical 
things, and I've enjoyed them all to a point. Its worth it to me to find 
ways to play them. I can say with certainty that warriors2's dungeons aren't 
inaccessible, I've made it all the way through the castle of darkness and 
lapped as a titan, and I've also made it through the gorgon villages sewers 
and gargoth's tomb. It just takes a bit of patience and some use of the 
graphics that come up on the map that are clickable, like fountains, doors, 
levers, etc to help you get around and back to certain points in the 
dungeon. Perhaps the tone of this message is a bit more offensive and blunt 
than I'd like, and perhaps its an issue I can't really look into, like 
differences in screen reader. From posts on this list, jaws is one of the 
better screen readers out there for handling things graphically, so perhaps 
that's the problem. Either way I for one will continue to enjoy warriors2 
when I play it, as well as other quote, inaccessible games. Its all a matter 
of how much work you're willing to put into them to be able to play and 
enjoy good games.

--
From: dark d...@xgam.org
Sent: Thursday, July 16, 2009 12:11 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Warriors 2 inaccessible?

I will admit spacial memory isn't exactly my forte, however the clear 
access difference betwene having a full graphical map which shows you 
precisely where you've been in a dungeon, and just having a choice of 
directions of where to go in each room (which are very generically 
described so there's no way of telling your position from that), should be 
obvious.


It's not the size of the dungeons I mind, it's this total lack of 
information, and the unwillingness of the Gm to even Countinance any sort 
of access suggestion,  especially after I've had some good responses 
from him on things like labeling in game buttons.


Obviously accessibility is something which is okay, so long as it doesn't 
actually involve doing anything.


That's why I'm not precisely happy about this, and why I'm considering a 
correct response.


Beware the Grue!

Dark.




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[Audyssey] entumbed?

2009-07-16 Thread Valiant8086
How do you download entombed without being on the forum?
thanks.
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Re: [Audyssey] entumbed?

2009-07-16 Thread Valiant8086
Er, scratch this, I found it. I had to go so I didn't look real hard before I 
asked on here. In case someone else wondered the same thing:
http://www.blind-games.com/EntombedSetup.exe 

  - Original Message - 
  From: Valiant8086 
  To: Gamers Discussion list 
  Sent: Thursday, July 16, 2009 4:21 PM
  Subject: [Audyssey] entumbed?


  How do you download entombed without being on the forum?
  thanks.
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Re: [Audyssey] entumbed?

2009-07-16 Thread piotr machacz
the forum is long gone. entombed is now public so to speak.

On 7/16/09, Valiant8086 valiant8...@lavabit.com wrote:
 How do you download entombed without being on the forum?
 thanks.
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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Chris,
Unfortunately, computer mediated games may never be able to match human 
mediated games in quality. It is not just a matter of hardware, but the 
programming techniques themselves are incapable of creating a truly 
humanlike inteligence. Current artificial intelligence is limited to 
making decisions based soully on logic and probability. Humans don't 
really think that way. We tend to base decisions on emotions, morals, 
and other factors that has nothing to do with logic.
For example, in Sryth, when playing the Goblins of Westwold adventure, 
you come upon a passage with a goblin chained to the wall. The game 
gives you three options. You can free him, kill him, or head back the 
way you came. A computer AI wouldn't be able to make a decision like 
that logically. The reason being that the action the player chooses in a 
case like that is emotional and may be based on prier experience rather 
than strictly based on logic.
A compassionate person would free the goblin. A person who gets off on 
blood, guts,and gore would kill the goblin for a cheap thrill. A person 
who simply doesn't care might head back the way he/she came and do 
nothing about the chained goblin.
The computer player on the other hand might have to randomly pick an 
action from a list of actions, or the developer would have to give the 
computer AI special instructions to be compassionate, blood thirsty, or 
disinterested. In other words the computers thought process, such as it 
is, is no better than its programming. It is incapable of independant 
action and thought on its own. It is incapable of creating its own 
personality and roll in a game world.
Anyway, I just wanted to say as a developer I am limited to what I know 
and have been taught. I am no expert on artificial intelligence, and it 
is a fairly complex field of study to begin with. Programmers, 
scientists, and engineers better than I am have tackled this issue of 
human vs computer intelligence and it is not an easy problem to solve. 
I'm afraid to say my AI in this or any other game will be average at best.

Smile.

Christopher Bartlett wrote:

This issue of open-ended vs. tightly scripted RPing interests me.  My style
as a game master is to set the scene, create significant non-player
characters with their own agendas, some of whom act off stage independent
of, or in reaction to the player characters, but who may not meet them until
a climactic scene.  Once I've wound this world up and set the scene, I
release the PCs into the world.  I then regard my job as deciding how the
world reacts to their actions.  They are the protagonists of this story
after all.

Now that is human role-playing.  I've never seen a computer-mediated game
come anywhere close to the richness of a human-mediated game, even in the
MMORPG world.  There is always a narrowing of objectives to fit a
restrictive model.  This makes sense in a paradigm that demands complete
determinism for each scenario, where every action must be anticipated by the
game designer.  Without massive hardware support, you aren't going to see
emergent behavior out of this deterministic model, which is the main reason
human-mediated games are still more satisfying.

I'm not expecting Tom to break this problem, although if he has ways around
it, I'm so there for playing and ultimately purchasing the game.

Chris Bartlett



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Shaun,
Sigh...That really wasn't my point. The point of my original article was 
how to overcome certain aspects of creating a roll playing game with the 
least amount of difficulty as possible.
I certainly could write such a game in C, C++, Visual Basic, C-Sharp, or 
any other language I chose to, but based on my preliminary research 
creating such a game as a web based game was the least difficult option 
for me or anyone else interested in writing game book style roll playing 
games.
That said, I haven't made any absolute decisions on weather or not the 
game will be an online game or a stand alone version. A lot of people 
jumped to the conclusion that my article meant I was talking 
specifically about Legends of Etheria, but I actually had intended to 
talk about creating a roll playing game in general. what I had found 
out, what problems I had encountered, and practical solutions for same.
Finally, as for the .NET Framework that is of little concern at this 
point. After Mysteries of the Ancients is completed I will be officially 
dropping .NET support in my games and will be creating native Windows, 
Linux, and Mac OS games in C++ using core libraries and components. That 
will cut down on what dependencies a person will need to install.

Smile.

shaun everiss wrote:

hmmm I'd be happy to install all the dependencies on my system.
I have dotnet 1.1 to 3.5 with all service packs.
I have dx9 I have xna3 for entombed I have I think some my sql addins for this 
to.
So if it was easy enough I'd load all the dependancies.
  



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
Yes, the amount of text is really the key difference. Roguelike games, 
like most games, aren't especially concerned with a great amount of 
describing your surroundings in great detail, or giving you lots of 
historical information about this or that place in the game world. There 
is a lot of text involved in a game like Sryth, Kingdom of Loathing, or 
any other game along those lines.


dark wrote:
Point taken Tom on the text front, - I actually understood your 
php example pretty well given my knolidge of html,  ;D.


I suppose the crytical difference here is with Angband's presentation.

It doesn't need to worry about presenting several thousand screens of 
actual text and linking them via key presses or whatever, it just 
needs to defign a number of objects, - player, monsters, npcs, 
walls doors and items which are presented randomly on a grid pattern 
with certain rules and attributes attached to them, and set up the 
various reactions for what happenes when two of these objects 
interact, rather than completely rewrite all in game screens for each 
game event as happens in a gamebook style game or your example.


I was just particularly interested in the use of text files, sinse 
that's one of Angband's actual strengths, and the reason players have 
been able to create so many different varients and alternative 
versions of the game so easily.


Your example though also makes me wonder about early 80's rpgs like 
Eamon and fallthru and how much doing they must have taken to create.


Beware the rue!

Dark;.



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Re: [Audyssey] Entombed stuff

2009-07-16 Thread Allan Thompson

Hi Jason,
I have been waiting for google to send me a response back to set up an 
account for me since that pesky type in the numbers you hear wasn't working 
for me. Hopefully , it will be soon.





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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread dark
It's not a Hal vs Jaws issue,  unless Jaws suddenly has the ability to 
interpret image maps.


Sinse other webmasters have done similar things accessibility wise, -  
heck, the webmaster of Chronicles of Arborell has created an entire other 
version of his game written completely from scratch.


I'm going on the basis that written in the code must be something which 
identifies the position of each room precisely in the dungeon anyway, -  
and why not add an access feature?


If it's simply a matter of interpreting a complex page view that indeed 
comes down to screen reader ifficiency, however this case is purely to do 
with in game graphics.


What you do reguarding warriors 2 is up to you. I certainly have no 
intentions of removing the game from the database purely because of this 
issue, but if it's necessary to go into such details creating dungeon maps 
sinse the webmaster isn't willing to help make the lives of Vi players as 
easy as those of sited ones, I do feel a note is necessary.


Beware the Grue!

Dark.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 8:53 PM
Subject: Re: [Audyssey] Warriors 2 inaccessible?


I suppose its your choice weather or not to play. This to me looks similar 
to lands of hope, where it might have been reasonable to do something like 
this had they done it from the start, but going through every single 
dungeon from the beginning of the game and adding things to them would be 
exceedingly harsh. You always have to see it from the coder's standpoint, 
not just by how easy it seems to do something. Not only that but warriors2 
is also a second language game, its entirely possible the GM may or may not 
understand what you're asking him to do. I honestly think we shouldn't 
react so viciously to accessibility things. It happens far too often, and 
99% of the time there's a workaround if you're willing to put forth a 
little time and effort, or a lot of time and effort as the case may be. If 
people don't think a game is worth the effort to find and use the 
workarounds that's fine, but I usually can't see blaming it on the 
developer, especially not if it's a developer who's done other things in 
the name of accessibility and is obviously at least somewhat open to 
suggestions for how to make his game more playable. I've played every game 
I could find from sryth and Kingdom of Loathing, easily two of the most 
accessible games out there, to Lands of Hope and 3 skulls, two of the most 
inaccessible due to the use of mouseovers, lots of cursor routing and 
wandering and a ton of graphical things, and I've enjoyed them all to a 
point. Its worth it to me to find ways to play them. I can say with 
certainty that warriors2's dungeons aren't inaccessible, I've made it all 
the way through the castle of darkness and lapped as a titan, and I've also 
made it through the gorgon villages sewers and gargoth's tomb. It just 
takes a bit of patience and some use of the graphics that come up on the 
map that are clickable, like fountains, doors, levers, etc to help you get 
around and back to certain points in the dungeon. Perhaps the tone of this 
message is a bit more offensive and blunt than I'd like, and perhaps its an 
issue I can't really look into, like differences in screen reader. From 
posts on this list, jaws is one of the better screen readers out there for 
handling things graphically, so perhaps that's the problem. Either way I 
for one will continue to enjoy warriors2 when I play it, as well as other 
quote, inaccessible games. Its all a matter of how much work you're willing 
to put into them to be able to play and enjoy good games.

--
From: dark d...@xgam.org
Sent: Thursday, July 16, 2009 12:11 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Warriors 2 inaccessible?

I will admit spacial memory isn't exactly my forte, however the clear 
access difference betwene having a full graphical map which shows you 
precisely where you've been in a dungeon, and just having a choice of 
directions of where to go in each room (which are very generically 
described so there's no way of telling your position from that), should 
be obvious.


It's not the size of the dungeons I mind, it's this total lack of 
information, and the unwillingness of the Gm to even Countinance any sort 
of access suggestion,  especially after I've had some good responses 
from him on things like labeling in game buttons.


Obviously accessibility is something which is okay, so long as it doesn't 
actually involve doing anything.


That's why I'm not precisely happy about this, and why I'm considering a 
correct response.


Beware the Grue!

Dark.




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Re: [Audyssey] entumbed?

2009-07-16 Thread dark

You don't need to be on the forum.

Just go to http://www.blind-games.com/EntombedSetup.exe and download it.

(a link to download the latest version will always be found on 
audiogames.net's entombed page).


Beware the Grue!

Dark.
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 9:21 PM
Subject: [Audyssey] entumbed?



How do you download entombed without being on the forum?
thanks.
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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
Well, there is in fact a lot of text and messages in Angband, - but 
mostly that comes from a number of text files which function as databases to 
provide object descriptions and in game events rather than actually telling 
you anything about the environment (as I said, this is why i believe it will 
be possible to make Angband playable without access to the graphics).


But i do take the point about general environment. In angband, it's simply 
necessary to have an object and say it's a tree when your targiting curser 
hits it, with it's relation to the player's character totally worked out by 
space, you don't need to describe anything at all.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 11:20 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Dark,
Yes, the amount of text is really the key difference. Roguelike games, 
like most games, aren't especially concerned with a great amount of 
describing your surroundings in great detail, or giving you lots of 
historical information about this or that place in the game world. There 
is a lot of text involved in a game like Sryth, Kingdom of Loathing, or 
any other game along those lines.


dark wrote:
Point taken Tom on the text front, - I actually understood your php 
example pretty well given my knolidge of html,  ;D.


I suppose the crytical difference here is with Angband's presentation.

It doesn't need to worry about presenting several thousand screens of 
actual text and linking them via key presses or whatever, it just needs 
to defign a number of objects, - player, monsters, npcs, walls doors 
and items which are presented randomly on a grid pattern with certain 
rules and attributes attached to them, and set up the various reactions 
for what happenes when two of these objects interact, rather than 
completely rewrite all in game screens for each game event as happens in 
a gamebook style game or your example.


I was just particularly interested in the use of text files, sinse that's 
one of Angband's actual strengths, and the reason players have been able 
to create so many different varients and alternative versions of the game 
so easily.


Your example though also makes me wonder about early 80's rpgs like Eamon 
and fallthru and how much doing they must have taken to create.


Beware the rue!

Dark;.



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
That works for me. Like I was saying to Allan I am completely open into 
moving to a different genre like science fiction or some other genre. 
Just give me some ideas and I'd be all too happy to consider them.


dark wrote:
I agree Alan, a scifi rpg would be great, particularly with the large 
amount of worlds available.


But one step at a time though.

Beware the Grue!

Dark.



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Re: [Audyssey] latest issue of Audyssey?

2009-07-16 Thread Thomas Ward

Hi Charles,
Issue 55 hasn't been released yet. Ron was going to release it weeks 
ago, but for whatever reason it isn't ready yet.

Smile.

Charles Rivard wrote:

The latest one I have is issue 54.  I thought that one was coming out shortly, 
and that was a few months back.  I haven't received any.  If I missed or did 
not receive the latest issue, where can I download it rather than just view it 
online?  Thanks.
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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
As I said Tom, I certainly see the logic of the online approach, I just hope 
it can be kept single player the way Sryth originally was intended to be.


I would however love to see a scifi rp game giving you a hole galaxy to 
explore with different planets, quests separately on the various planets, 
flying a spaceship etc. Pluss, you have infinite expantion, especially if 
you made your universe similar to the Starwars or Dune universe with 
different amounts of technology found on different worlds,  you could 
have standard dungeon crawling with swords on one world, and high tech robot 
developement elsewhere.


Just my thoughts.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, July 16, 2009 11:41 PM
Subject: Re: [Audyssey] Creating Roll Playing Games From Scratch



Hi Allan,
Thanks for the suggestions. It does seam as though more people are in 
favor of a stand alone, turn based, roll playing game apposed to an online 
game. I certainly have the technical skill and
knowledge  to do so, but at the cost of more time and energy. If a number 
of people really do want a stand alone turn based game I have no problem 
with sticking with that format for the game.
As far as switching to a different genre or theme like science fiction 
that is a very good suggestion. For one thing there is more room to expand 
on the game world or game universe by adding aliens, robots, high tech 
weaponry, etc where the triditional roll playing games such as Dungeons 
and Dragons, Heroes Might and Magic, and so on have been there and done 
that so to speak. Everything that can be done has probably been done 
already in the fantacy genre.
For example, one of the problems I had early on was finding a title for 
the game that wasn't already copyrighted. I went through a dozen names 
only to find out through a google search that some big commercial company 
had already copyrighted that name. If I used it I could get fried for 
copyright infringement even though it would be accidental rather than on 
purpose. The problem is the mainstream market is saturated with Dungeons 
and Dragons clones, and a small time developer like me can stumble into a 
mine field of copyright infringement suits.
Another aspect about using modern or science fiction roll playing would be 
the availability of sound effects. It is easy enough to get laser sounds, 
explosions, electronic background ambience loops, etc. It is somewhat 
harder to get good quality fantacy sounds like spells, swords, knives, 
axes, etc.


Allan Thompson wrote:

Hi Tom,
It looks like a pretty good idea. I can't pretend to understand all the 
technical mumbo jumbo, but it looks to me like you make a game, sell it, 
and charge a subscription to keep playing it online, like Ever Quest or 
World of Warcraft. It sounds highly customizable for programmer and 
gamers alike and so you might have a nice RPG to add to your catalog.


Personally, I like the stand alone, turn based RPG, with a major 
storyline. I like to make one or more characters with  lots of options 
and customization, who go from a weak to strong progression in power and 
items, solving miniquests, and challenging tactical  battles ending up 
with the climatic showdown. I am not sure how that lines up with your 
vision, because most online things I have toyed with  seem to be simply, 
kill, loot, repeat when necesary.


Lastly, I just wanted to put a bug in the ear of you and everyone 
reading, I would love to see the turn based rPG game evolve into other 
genres.
It would be neat to have science fiction, Post Apocalyptic, western, 
supernatural, or modern day  based RPG.


al


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[Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-16 Thread dark

I actually really agree with you on this point.

An interesting combat system which required actual tactics would be great, 
and the you hit it, it hit's you style does get dull very quickly.


Being an atmosphere freak, I always want propper atmospheric descriptions of 
what happens in combat to give me the idea of really being in a fight, 
rather than just rolling numbers.


In traditional Dd the numbers were only there for a guide, and it was up to 
the gm to describe what actually happened in combat.


The problem is i'm not sure how easy it would be to create that sort of 
system with enough tactical decisions to make in a smaller game, -  
though it's quite possible entombed is going to manage it nicely from the 
way that combat system is developing.


Beware the Grue!

Dark. 



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Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-16 Thread Christopher Bartlett
Actually, this is exactly the sort of thing a computer would be good at.
You could have a list of maneuvers to choose from against your opponent, who
would also choose based on the tactical situation, with some randomness to
keep things from degenerating into complete predictability.  Each
maneuver/countermaneuver could impose restrictions on the next set of
choices.  Character attributes/skills could influence the success of the
maneuver.  

With a computer to keep track of all the complex stuff, it should be
possible to present the player with a set of choices and descriptive text
describing the effect of the last set of choices.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, July 16, 2009 3:54 PM
To: Gamers Discussion list
Subject: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

I actually really agree with you on this point.

An interesting combat system which required actual tactics would be great, 
and the you hit it, it hit's you style does get dull very quickly.


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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread Shadow Dragon
I did think of the dungeon positioning thing, but I just find it really hard 
to believe that someone that's cooperative as the warriors2 GM usually is 
wouldn't be willing to do a quick fix like that. There must be more to it. I 
guess generally I give developers the benefit of the doubt since they've put 
so much work into these games anyway that it wouldn't make a lot of sense 
for them not to want or be able to pull out quick fixes, as other developers 
have proven. But then again, I guess everyone has their own willingness to 
do things as well, as you pointed out one guy even recreated an entire game 
system just so we could play it. Now that's devotion. But its pretty 
unreasonable to expect even half that kind of devotion from any developer, 
in my opinion. From what I hear dungeons aren't really that easy for sighted 
players either, and I just remembered something, if you go back through a 
cleared square in a dungeon it stays cleared, and doesn't use a turn, so 
that makes a good nav point. My main problem with warriors is the 
repetitiveness. There's certain things I want to see in warriors, but like a 
lot of other games you have to do a certain number of laps before you can 
see them and that doesn't stick too well with me on general principal. The 
bigger dungeons get a tad ridiculously huge too, so that doesn't help. I'm 
not sure if a coordinate system or some other form of grid-based location 
would help with that either, since really all that'd help you do is keep 
track of where you are, not where you've been or where you should go next. 
Anyway if you want to drop this topic that's fine, we both pretty obviously 
have our sepperate opinions about accessibility issues.


--
From: dark d...@xgam.org
Sent: Thursday, July 16, 2009 4:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Warriors 2 inaccessible?

It's not a Hal vs Jaws issue,  unless Jaws suddenly has the ability to 
interpret image maps.


Sinse other webmasters have done similar things accessibility wise, -  
heck, the webmaster of Chronicles of Arborell has created an entire other 
version of his game written completely from scratch.


I'm going on the basis that written in the code must be something which 
identifies the position of each room precisely in the dungeon 
anyway, -  and why not add an access feature?


If it's simply a matter of interpreting a complex page view that indeed 
comes down to screen reader ifficiency, however this case is purely to do 
with in game graphics.


What you do reguarding warriors 2 is up to you. I certainly have no 
intentions of removing the game from the database purely because of this 
issue, but if it's necessary to go into such details creating dungeon maps 
sinse the webmaster isn't willing to help make the lives of Vi players as 
easy as those of sited ones, I do feel a note is necessary.


Beware the Grue!

Dark.




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Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-16 Thread Shadow Dragon
That sounds a lot like what path to pelantas does, only with more manual 
influence and not so much just reading through the battles. The problem with 
any kind of realistic combat is inevitably it'll get old and you'll have 
seen all the descriptions. This is one major reason why I prefer games that 
have bosses, newer enemies as you progress, maybe a rival to show you up at 
every turn. It keeps things interesting because each boss, each enemy has 
its own set of attacks and especially in the bosses case you have to 
strategize and plan ahead, trying to predict what attack it might or might 
not use and keep either yourself, or all your party members alive. I've 
never done anything with pen and paper roleplaying, but from some online 
transcripts I've seen it does look pretty neat under the right conditions, 
so I could probably take an interest in that as well.


--
From: Christopher Bartlett themusicalbre...@gmail.com
Sent: Thursday, July 16, 2009 6:00 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch


Actually, this is exactly the sort of thing a computer would be good at.
You could have a list of maneuvers to choose from against your opponent, 
who

would also choose based on the tactical situation, with some randomness to
keep things from degenerating into complete predictability.  Each
maneuver/countermaneuver could impose restrictions on the next set of
choices.  Character attributes/skills could influence the success of the
maneuver.

With a computer to keep track of all the complex stuff, it should be
possible to present the player with a set of choices and descriptive text
describing the effect of the last set of choices.

Chris Bartlett




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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Pranav Lal
Hi Thomas,

Why not use XML? You may be able to get the same advantage as in a database.

Pranav


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Pranav Lal
Hi Thomas,

This is an excellent post and I have archived it. One question. Could you
elaborate on the process of making a game book? How do you write the various
alternatives and keep track of them? For example, let's say that our
protagonist is called Peter. Peter can do two things. He can either go to
the pub or go to the old barn. If he goes to the pub, something else
happens. If he goes to the barn then something completely different happens.

Pranav


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Re: [Audyssey] Warriors 2 inaccessible?

2009-07-16 Thread dark

Hi.

To be honest having discussion on this issue is fine,  while I'm 
obviously slightly narked about it, I'm not annoyed with you I'm annoyed 
with a gm who promises accessibility, is pleased to accept Vi players (and 
the money they bring to the game), but gives a flat refusal on this issue.


I've been contacting developers about these sorts of things for quite a long 
time no in order to make more games easily accessiblew, and usually I can 
gage what is or is not a reasonable request to make.


usually, those who do not either reffuse outright on a given access issue or 
simply ignore the question end up providing some degree of change, - in 
many cases I'm surprised at people's generosity (look at the mode which in 
effect rewrites quite a lot of the screen in smugglers 4).


I suppose it's the fact that as you said yourself, the gm was previously so 
good about access and now has radically changed his tuen which got so up my 
nose.


Also, I really liked the concept and construction of warriors when i first 
discovered the game a few months ago, and totally enjoyed my first lap and 
it's quests. It's at the stage now though, where I'm personally getting 
rather sick of the game's repetativeness and am looking for something else 
to do,  it seems that dungeons are the only things I've not attempted 
yet, but due to my not exactly steller sense of spacial awareness and 
routing, haven't been able to get through any of them despite some rather 
frustrating attempts.


I appologize if I let my frustration go slightly further than I originally 
intended, - though I stil think it's a right royal pest if nothing else.


Beware the grue!

Dark.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 17, 2009 1:01 AM
Subject: Re: [Audyssey] Warriors 2 inaccessible?


I did think of the dungeon positioning thing, but I just find it really 
hard to believe that someone that's cooperative as the warriors2 GM usually 
is wouldn't be willing to do a quick fix like that. There must be more to 
it. I guess generally I give developers the benefit of the doubt since 
they've put so much work into these games anyway that it wouldn't make a 
lot of sense for them not to want or be able to pull out quick fixes, as 
other developers have proven. But then again, I guess everyone has their 
own willingness to do things as well, as you pointed out one guy even 
recreated an entire game system just so we could play it. Now that's 
devotion. But its pretty unreasonable to expect even half that kind of 
devotion from any developer, in my opinion. From what I hear dungeons 
aren't really that easy for sighted players either, and I just remembered 
something, if you go back through a cleared square in a dungeon it stays 
cleared, and doesn't use a turn, so that makes a good nav point. My main 
problem with warriors is the repetitiveness. There's certain things I want 
to see in warriors, but like a lot of other games you have to do a certain 
number of laps before you can see them and that doesn't stick too well with 
me on general principal. The bigger dungeons get a tad ridiculously huge 
too, so that doesn't help. I'm not sure if a coordinate system or some 
other form of grid-based location would help with that either, since really 
all that'd help you do is keep track of where you are, not where you've 
been or where you should go next. Anyway if you want to drop this topic 
that's fine, we both pretty obviously have our sepperate opinions about 
accessibility issues.


--
From: dark d...@xgam.org
Sent: Thursday, July 16, 2009 4:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Warriors 2 inaccessible?

It's not a Hal vs Jaws issue,  unless Jaws suddenly has the ability 
to interpret image maps.


Sinse other webmasters have done similar things accessibility wise, -  
heck, the webmaster of Chronicles of Arborell has created an entire other 
version of his game written completely from scratch.


I'm going on the basis that written in the code must be something which 
identifies the position of each room precisely in the dungeon 
anyway, -  and why not add an access feature?


If it's simply a matter of interpreting a complex page view that indeed 
comes down to screen reader ifficiency, however this case is purely to do 
with in game graphics.


What you do reguarding warriors 2 is up to you. I certainly have no 
intentions of removing the game from the database purely because of this 
issue, but if it's necessary to go into such details creating dungeon 
maps sinse the webmaster isn't willing to help make the lives of Vi 
players as easy as those of sited ones, I do feel a note is necessary.


Beware the Grue!

Dark.




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Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch

2009-07-16 Thread dark
I agree, however this is where i think a gamebook style rpg has a distinct 
advantage over a strategical game like path to pelanatas, sinse the 
exploration of your environment and the various new quests and adventures 
your character goes on absolutely dictate meeting new enemies with new 
attacks.


One thing I'd in fact love to see is combat mixed in with story elements 
where you find out about monster attacks and weaknesses by talking to npcs 
or research, and then can go into battle prepared.


So for instance in a DD style setting, you are sent quest by a lord to 
investigate a disturbance in a village.


Getting there, your told that fire demons have appeared and are causing 
trouble, sinse none of the local guard know how to defeat them, and (as you 
find out by fighting them), their pretty hard (though not impossible), to 
kill sinse they keep chucking demonic fire at you which does mega amounts of 
damage and goes through your defenses.


The Guard captain suggests you should talk to a master mage who knows a lot 
about demons. The mage tells you that demonic fire can't penetrate obsidian, 
so you then have to get (or forge), an obsidian shield.


when you next go and combat said demons, during the combat, when one flings 
fire at you and your presented with choices like Attempt to dodge or use 
counter magic the option shield block appears, which then causes you to 
not be damaged by the demon's fire (though you stil have their claw and tale 
attacks to deal with).


This is the sort of thing I'd love to see in a game,  combat that 
actually impacts the story.


Beware the grue!

Dark. 



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Shadow Dragon,
I'm not really sure what you are suggesting. While it is true the 
conceptual ideas of rpg style games is changing, especially in terms of 
audio/video games, but the basic concept of a roll playing game is to 
assume a character roll within an imaginary world, complete various 
quests, train skills, and so on. Game books are probably closest to 
traditional paper and pen roll playing that we have. In such a case the 
game mechanics are similar to traditional paper and pen games.
I do agree that rolling a dice to perform skill checks, roll attacks, 
etc isn't very realistic, but given that the rpg type games began with 
paper and pen that was the only way to randomly determine an outcome. If 
you have a suggestion on how to improve performing skill checks, 
attacks, etc let me know. Otherwise I think the game mechanics set out 
by traditional rpg games seams sufficient for our needs.


Smile.


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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread Thomas Ward

Hi Dark,
Regardless if I create the game as a stand alone game in C++ or create 
it as an online game I want to make it a single player game. I'm not 
really interested in creating a party or pvp type game at this point.
As far as your idea of creating a universe with mixed technological 
skills that kind of reminds me of an author I sometimes read. I don't 
know if you have read any of Piers Anthony's books, but he often has an 
interesting way of mixing science fiction and fantacy into the same story.
For example, in the Blue Adept Piers Anthony describes a world with two 
aspects. In one frame it is a high tech world with computers, androids, 
intersteller space travel, lasers, and anything else you would expect 
from a science fiction novel. In the other frame it is a fantacy type 
world complete with werewolves, unicorns, people use magic instead of 
technology, etc. Some people are able to pass between the two frames of 
existance. Thus the main character is able to be both active in a 
fantacy and science fiction story at the same time.
Anyway, even big name science fiction stories like Star Wars do have a 
fantacy aspect to them as well. If you think about it Star Wars is 
something like a fantacy story set in a science fiction setting. Instead 
of magic you have the force. Instead of swords you have light sabers. 
Instead of knights waring armour you have storm troopers. A lot of the 
same principles apply. it is just that Star Wars is suppose to be 
futuristic instead of being set in ancient earth.

Smile.


dark wrote:
As I said Tom, I certainly see the logic of the online approach, I 
just hope it can be kept single player the way Sryth originally was 
intended to be.


I would however love to see a scifi rp game giving you a hole galaxy 
to explore with different planets, quests separately on the various 
planets, flying a spaceship etc. Pluss, you have infinite expantion, 
especially if you made your universe similar to the Starwars or Dune 
universe with different amounts of technology found on different 
worlds,  you could have standard dungeon crawling with swords on 
one world, and high tech robot developement elsewhere.


Just my thoughts.

Beware the Grue!



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Re: [Audyssey] Creating Roll Playing Games From Scratch

2009-07-16 Thread shaun everiss
WELL WHATEVER YOU CHOOSE i DON'T MIND i AM USED TO THE GAMEBOOKS ALTHOUGH i 
ALSO LIKE THE STANDARD STANDALONE THINGS WHERE YOU HEAR EVERYTHING.
At 09:09 a.m. 17/07/2009, you wrote:
Hi Shaun,
Sigh...That really wasn't my point. The point of my original article was how 
to overcome certain aspects of creating a roll playing game with the least 
amount of difficulty as possible.
I certainly could write such a game in C, C++, Visual Basic, C-Sharp, or any 
other language I chose to, but based on my preliminary research creating such 
a game as a web based game was the least difficult option for me or anyone 
else interested in writing game book style roll playing games.
That said, I haven't made any absolute decisions on weather or not the game 
will be an online game or a stand alone version. A lot of people jumped to the 
conclusion that my article meant I was talking specifically about Legends of 
Etheria, but I actually had intended to talk about creating a roll playing 
game in general. what I had found out, what problems I had encountered, and 
practical solutions for same.
Finally, as for the .NET Framework that is of little concern at this point. 
After Mysteries of the Ancients is completed I will be officially dropping 
.NET support in my games and will be creating native Windows, Linux, and Mac 
OS games in C++ using core libraries and components. That will cut down on 
what dependencies a person will need to install.
Smile.

shaun everiss wrote:
hmmm I'd be happy to install all the dependencies on my system.
I have dotnet 1.1 to 3.5 with all service packs.
I have dx9 I have xna3 for entombed I have I think some my sql addins for 
this to.
So if it was easy enough I'd load all the dependancies.
  


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