Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Caitlyn and Maggie
I used to play centipede and cuebert for hours. Not sure how these games would be made accessable. Probably good that I am not sighted anymore, I’d be gaming in all my free time! Cait On May 21, 2014, at 12:53 AM, Ian McNamara ianmcnamar...@gmail.com wrote: I use to love the game asteroids

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread dark
Hi Tom. I do see your point in trying to give people who have not played the original the same experience, however my problem is what usually happens when a game is translated to audio from an original graphical conceptmy problem is that when a developer simply cannot replicate a mechanic in

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread dark
Hi Tom. I agree on ship numbers, indeed that is another point of game design for good audio games, making sure that the sounds actually serve a regular purpose. Regarding the shields above your ship, This might also however be a case where changing the game design rather than simply

[Audyssey] menus was: Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread dark
Hi. I don't see a problem with menue driven interfaces for the sort of tactical combat type game your developing, or indeed for various other sorts of games. Entombed for example uses a very minimal walking system for moving around the dungeon, but everything like equipping your characters,

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regardingtemporal disturbance

2014-05-21 Thread dark
Hi Kara. i did not recognize the name, but when you describe the game I do remember playing something very similar on the amiga computer, and indeed playing a pc graphical remake more recently. I can well imagine representing your own ship zooming around the sides and top of the tube, by

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread dark
Hi Tom. I don't doubt your right, however bare in mind my experience of the classic space invaders was always on consoles like the atari 2600, or very old computers like the bbc micro, I've never actually played the original arcade version. The graphics were never very specific on those,

Re: [Audyssey] social event versus mechanics

2014-05-21 Thread dark
Hi jeremy. On the social point, to be honest I don't ever really remember entombed being heavily competitive. Occasionally people on the mailing list would post a particularly well run game, or indeed a particularly bad one for humour value, but this was never by way of beating others scores

Re: [Audyssey] Tempest, an audio thought experiment -was- Re: game taste was: Re: regardingtemporal disturbance

2014-05-21 Thread dark
Paperboy would be a relatively easy game to adapt in audio, sinse after all the techniques for racing games are well established and all you would need would be some paper target sounds. I also remember granny's garden very well sinse I used to play it on the bbc at my first primary school,

Re: [Audyssey] USAGames

2014-05-21 Thread john
I think I have a copy of beta22 somewhere, and will upload it if that would help. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Date sent: Tue, 20 May 2014 20:15:17 -0400 Subject: Re: [Audyssey] USAGames Hi Ishan,

Re: [Audyssey] Tempest a thought experiment

2014-05-21 Thread Jeremy Brown
Kara, This is a tricky one, but I'm not convinced it's completely impossible. Having the ship move around the edge of the screen with the arrows would simulate (roughly) your circular movement around the tube. While pitch and volume are the usual targeting indicators in the audiogames I've

[Audyssey] A new version of the game of Skunk

2014-05-21 Thread Jim Kitchen
Hi, I have put a new file up on my site. File Name: winskun2.exe File Size 249k bytes Skunk a fun and funny dice game for all ages In version 2 you can now play with up to 22 players. Players now have the option to resign from the game. The file skunklog.txt will now be created in your

Re: [Audyssey] menus was: Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Dakotah Rickard
I'm afraid I came to this topic really late. I have no idea what's being developed or the questions asked so far. However, like a complete whacko, I'll post my two cents anyway. First of all, menus are an awesome tool. They are useful, in fact I'd go as far to say a necessary standard part of most

Re: [Audyssey] entertainment versus social event

2014-05-21 Thread Jeremy Brown
Dark, I guess that pale imitation comment did come off as overly critical. I have to admit though, that for me, the patterns to Entombed levels grew monotonous after a while. I would have liked some challenges such as traps or pits or role playing encounters besides the inevitable varying of

Re: [Audyssey] social event versus mechanics

2014-05-21 Thread Charles Rivard
I would consider Tenpin Alley a game that could be a social event. You try beating each other's score. Each person steps up to the keyboard to bowl his or her frame, and the high score plus handicap is the winner. It reminds me of the bowling machines that used to be in bars and arcades in

Re: [Audyssey] Monkey business

2014-05-21 Thread Charles Rivard
Or they could learn to develop games and see exactly what you're talking about. This would also add to the number of developers. --- Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! - Original Message - From: Thomas Ward

Re: [Audyssey] Monkey business

2014-05-21 Thread Thomas Ward
Hi Charles, Good points. Right on both accounts. Cheers! On 5/21/14, Charles Rivard wee1s...@fidnet.com wrote: Or they could learn to develop games and see exactly what you're talking about. This would also add to the number of developers. --- Be positive! When it comes to being

Re: [Audyssey] menus was: Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Thomas Ward
Hi Dark, I pretty much agree with what you said below. I don't generally have a problem with menus in games accept that in certain adventure games like Chillingham the menus are a bit too clunky. Plus would be rather time consuming to program. A parser system would be far more appropriate in that

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Thomas Ward
Hi Dark, Actually, what I am talking about is the version for the Atari 2600. I wasn't talking about the actual arcade machines in arcades, bars, stores, etc. Although, in this case it doesn't make any difference as they were identical. However, I'll say that if you and your father played the

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Thomas Ward
Hi Dark, Sure, I do see where you are coming from. Removing the hovering shields and just giving them to the player would make sense. It changes the game, but in a way that forces the gamer to adopt a strategy when and where to use them rather than just passing under the hovering shields as

Re: [Audyssey] menus was: Re: game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Valiant Galaxy Associates
Dakotah, This is Aaron again. I'd rather participate in this thread with my own email account, but I don't seem to be getting messages from this thread on my own account for some odd reason. The grid suggestion would be a good idea when you know what's left and right of you, and that there is

Re: [Audyssey] game taste was: Re: regarding temporal disturbance

2014-05-21 Thread Thomas Ward
Hi Dark, I certainly see where you are coming from, but I see two problems with your conclusions. One, is that not every programmer has the same skills, and sometimes one programmer might think of a novel solution to solve a problem that another programmer would not think of to resolve a

Re: [Audyssey] game menus

2014-05-21 Thread Jeremy Brown
I agree that game menus several levels deep are very annoying and do slow down play. Sometimes too, hot keys are not as obvious as I would like. Your suggestion for eliminating some of this problem is a good one, and I think worth considering. Another would be to assign keyboard commands to

Re: [Audyssey] holes in shields

2014-05-21 Thread Jeremy Brown
Thomas, Not a perfect solution, but perhaps this is a place where that reverb idea would come in handy. Flat nonreflective sound for a whole shield, lot of echo for a hole. It's somewhat similar to what I experience walking along. If a wall or fence or other obstacle is to one side, that area