Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Shiny protector
I actually like the accent. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, February 01, 2011 9:23 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Petr, Actually, in myopinion Scansoft Karen is one of the better

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
jill, well, sounds very drunk to me. lol! - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, February 01, 2011 10:23 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Petr, Actually, in myopinion Scansoft Karen is one of th

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Thomas Ward
Hi Charles, Good point. Not much good putting a potion right in room 1 if you don't have a torch to find it. This does make the problem more complicated. Cheers! On 2/1/11, Charles Rivard wrote: > Maybe there could be one potion near the entrance? Then again, the gamer > would have to find a

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Thomas Ward
Hi Petr, Actually, in myopinion Scansoft Karen is one of the better Sapi voices. It was based on Australian singer Karen Jacobson's voice. If you have ever heard Karen Jacobson talk the Sapi voice sounds quite a lot like her actual voice. Although, the real Karen Jacobson sounds better justbecause

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread william lomas
Sent: Tuesday, February 01, 2011 1:49 PM > To: Gamers Discussion list > Subject: Re: [Audyssey] MOTA beta 17 > > Hi Karl, > > Karl wrote: > > I just finished playing through Mota 17 a couple of times. I am really > loving the new level, and I like how you have to do

Re: [Audyssey] MOTA Beta 17 Released!

2011-02-01 Thread william lomas
i think the linux one has been put on the shelf for now but could be wrong I suppose if linux port was made I could run ubuntu on mac though wink to play On 1 Feb 2011, at 18:11, Petr Bláha wrote: > Hi Thomas, > nice to hear about the new version of mota. > But when i look at your site, i see o

Re: [Audyssey] MOTA Beta 17 Released!

2011-02-01 Thread william lomas
sounds cool will ahve to try it on my netbook On 1 Feb 2011, at 17:20, Thomas Ward wrote: > Hello gamers, > > At long last Mysteries of the Ancients beta 17 is now available for > download. This all new release contains a number of updates, bug > fixes, and changes since beta 16. > > What's Ne

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Pitermach
2011 5:39 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, That might work. Unfortunately, Acapela Heather doesn't like the word mage. I typed in "skeleton mage" and it says it like "skeleton midge." No wonder I hate synthetic speech. It doesn't kno

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Charles Rivard
: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, February 01, 2011 1:49 PM Subject: Re: [Audyssey] MOTA beta 17 Hi Karl, Karl wrote: I just finished playing through Mota 17 a couple of times. I am really loving the new level, and I like how you have to do a lot

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Charles Rivard
I always thought that the fact that you have been poisoned is one of the puzzles in the game. --- Laughter is the best medicine, so look around, find a dose and take it to heart. - Original Message - From: "Karl Belanger" To: "Gamers Discussion list" Sent: Tuesday, February 01, 2011

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Thomas Ward
Hi Liam, Grin. Oh, where is your sense of challenge. Don't you like impossible games? Just kidding. Cheers! On 2/1/11, Liam Erven wrote: > That would be a good idea. Cause there's nothing more frustrating than > getting poisoned from the outset and not being able to do anything. > --- Gamers

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Liam Erven
2011 2:04 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA beta 17 Hi Liam, Not sure. In Tomb Raider they have medikits you pick up throughout the levels rather than potions. Usually, they have a medikit somewhere near the start position you can snag off a ledge or some other obscure

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Thomas Ward
Hi Liam, Not sure. In Tomb Raider they have medikits you pick up throughout the levels rather than potions. Usually, they have a medikit somewhere near the start position you can snag off a ledge or some other obscure place which gives you a quick way to restore health when you need it. Unfortunat

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Liam Erven
amers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Tuesday, February 01, 2011 1:49 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA beta 17 Hi Karl, Karl wrote: I just finished playing through Mota 17 a couple of times. I am really loving the new level, and I like how you have to

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Thomas Ward
Hi Karl, Karl wrote: I just finished playing through Mota 17 a couple of times. I am really loving the new level, and I like how you have to do a lot of backtracking and exploring to find out where to go. My reply: Glad to here that. I really tried hard to capture the feeling of playing some of

Re: [Audyssey] MOTA Beta 17 Released!

2011-02-01 Thread Thomas Ward
Hi Petr, At the moment the Linux version isn't being worked on. The most current version for Linux is beta 16, and probably won't be updated until I get access to the Linux source code. Unfortunately, the computer that source code was stored on died early in December and while I technically have t

Re: [Audyssey] MOTA Beta 17 Released!

2011-02-01 Thread Petr Bláha
Hi Thomas, nice to hear about the new version of mota. But when i look at your site, i see only the Windows version. What about the linux one? Do you plann to release it? On 1.2.2011 18:20, Thomas Ward wrote: Hello gamers, At long last Mysteries of the Ancients beta 17 is now available for down

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Frost
On Tue, Feb 01, 2011 at 05:57:39AM +0200, Jacob Kruger wrote: > Off-hand, might think about calling a skeleton with a dagger > something like an assassin..? [My Reply:] Blade? Cutpurse? Footpad? I think Skeleton Thug would carry a sap. Michael --- Game

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, That might work. Unfortunately, Acapela Heather doesn't like the word mage. I typed in "skeleton mage" and it says it like "skeleton midge." No wonder I hate synthetic speech. It doesn't know how to say anything right. That's actually one of my problems in producing MOTA. Acapela Heather is a

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi Phil, Lol! That is a very good question. I have been wondering the same thing actually. In some cases there isn't a good name for some of the kinds of modified enemies I can create for MOTA. A Zombie with an iron spear could be called an undead spearman or zombie spearman. However, a zombie tha

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Jacob Kruger
t; Sent: Tuesday, February 01, 2011 3:33 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire? S

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
ak Sent: Monday, January 31, 2011 7:34 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton t

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, I'm not sure about that. It seams to me a lot of people have problems with Shades of Doom, Sarah, etc. I've never thought of them as very hard, but still many others do have the problem. So using them for

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Phil Vlasak
Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire? Skeleton fire thrower? Skeleton pyromaniac? And what about a skeleton so large it just steps on you?

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, I'm not sure about that. It seams to me a lot of people have problems with Shades of Doom, Sarah, etc. I've never thought of them as very hard, but still many others do have the problem. So using them for virtual o&m training might not be the best idea. However, I am fairly good at general o&

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread shaun everiss
well tom, there are also traps etc, sod has chambers that don't even need you to access unless something exists. I think its quite easy but I have played the game about 1000 times. I plan to do a couple recordings of sod and gtc just for my way of doing things. maybe. Hi, Actually, I think t

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Charles Rivard
--- Original Message - From: "Darren Duff" To: "'Gamers Discussion list'" Sent: Monday, January 31, 2011 7:45 AM Subject: Re: [Audyssey] MOTA Last Minute Comments IT seems to me that if you are good at making a mental map of the world around you, you should be able

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Darren Duff
y.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Arianna Sepulveda Sent: Sunday, January 30, 2011 10:33 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments I agree, games like Shades of Doom, Audio Quake and Sarah and the Castle of Witchcraft and Wizardry absolutely thr

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, Actually, I think the reason you and others are so easily confused by Shades of Doom etc isn't so much the levels are difficult, but it is too easy to get turned around and accidently get lost. If you are walking west along a coridor, get into a fight with an enemy, you might end up walking ea

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Arianna Sepulveda
org] On > Behalf Of dark > Sent: Wednesday, January 26, 2011 1:57 AM > To: Gamers Discussion list > Subject: Re: [Audyssey] MOTA Last Minute Comments > > Hi Tom, it's actually something of an irony. I've always been able to play > complex 2d games like Metroid Mega m

Re: [Audyssey] MOTA Queery

2011-01-30 Thread Thomas Ward
Hi Hayden, Probably not. I've been tied up with other things today and and still have a few things to update/fix before the beta goes public. Sorry, but the release will be put off a couple of days or so. HTH On 1/30/11, Hayden Presley wrote: > Hi Thomas, > > Out of curiosity: any chance we ma

Re: [Audyssey] MOTA Queery

2011-01-30 Thread Hayden Presley
Hi, Hahaha...quite the reply. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles Rivard Sent: Sunday, January 30, 2011 3:56 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Queery Are you blind

Re: [Audyssey] MOTA Queery

2011-01-30 Thread Charles Rivard
Are you blind? If so, no. As for if you're not, only the Thomas Ward knows. (ornery grin) --- Laughter is the best medicine, so look around, find a dose and take it to heart. - Original Message - From: "Hayden Presley" To: "'Gamers Discussion list'" Sent: Sunday, January 30, 2011

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Hayden Presley
ld dothat again... Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: Wednesday, January 26, 2011 1:57 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, it's actu

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Thomas Ward
Hi Charles, Yeah. Not only that but from a development point of view it is sort of hard to add that degree of detail. I mean you have to design the timing, difficulty, etc to be challenging but not too hard. To be honest I'm wondering if I might have bit off more than I can chew. Smile. On 1/2

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread shaun everiss
nd m? -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Tuesday, January 25, 2011 11:12 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it com

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Charles Rivard
quot; To: "Gamers Discussion list" Sent: Tuesday, January 25, 2011 9:59 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Charles, Charles wrote: Puzzles? Once solved, do they detract from the challenge and replay value? A classic example of this is the first game put out by Bav

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Bryan Peterson
That's what I figured. German or a similar language. We are the Knights who say...Ni! - Original Message - From: "Ryan Strunk" To: "'Gamers Discussion list'" Sent: Wednesday, January 26, 2011 5:47 AM Subject: Re: [Audyssey] MOTA Last Minute Com

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Darren Duff
Ward Sent: Tuesday, January 25, 2011 11:12 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sig

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Ryan Strunk
t' Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, Not to be picky but I'm not sure why you're replacing ps with bs and ts with ds. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Mic

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread dark
ppose it's just my liking for exploration, and seeing rewards like trophies as something else to explore. Beware the grue! Dark. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Wednesday, January 26, 2011 7:58 AM Subject: Re: [Audyss

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, Basically, I figure unlocking trophies etc is one good use for arcade mode. In Guardian of Light you get certain points for performing various things like time bonuses etc that all go towards unlocking certain trophies and things like that. So if we add arcade mode this would be the most

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
ntain a spacial memory of the board, neither can I play chess just with audio no matter how good the board review features are. Beware the Grue! Dark. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Wednesday, January 26, 2011 4:12 A

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
dnesday, January 26, 2011 3:17 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I was mainly thinking of a classic arcade mode where it keeps track of your top 10 scores and

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
I like the idea of trophies, very much. -- Original Message -- From: Thomas Ward To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Date: Tue, 25 Jan 2011 22:17:24 -0500 Hi Ryan, About arcade mode. Score servers and things like that is something we

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sighted I saw everything in 3d so when I start mapping things I automatically think of things having 3d left, right, up down, front,

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Charles, Charles wrote: Puzzles?  Once solved, do they detract from the challenge and replay value? A classic example of this is the first game put out by Bavisoft. My reply: I don't think so. As long as there are more challenges besides the puzzles in place there will be plenty to offer a g

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
From: "Thomas Ward" To: "Gamers Discussion list" Sent: Wednesday, January 26, 2011 3:17 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I was mainly thi

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I was mainly thinking of a classic arcade mode where it keeps track of your top 10 scores and you try to best your own score. Plus by having an arcade mode there are other things we c

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Bryan Peterson
It could be that English isn't his native language. We are the Knights who say...Ni! - Original Message - From: "Hayden Presley" To: "'Gamers Discussion list'" Sent: Tuesday, January 25, 2011 4:12 PM Subject: Re: [Audyssey] MOTA Last Minute Comm

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Charles Rivard
Puzzles? Once solved, do they detract from the challenge and replay value? A classic example of this is the first game put out by Bavisoft. Traps? I like the way that Q9's pits are, in that you can still fall into pits even with the muddy warning. Could it be possible to place a landing hal

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, since I have been there playing the game from your first Alpha onwards, I have been with it from the start. About random enemies/objects: drop it. I have had that problem of encountering a centauer in the first level wit

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
behind it. Regards, Damien. - Original Message - From: "Hayden Presley" To: "'Gamers Discussion list'" Sent: Tuesday, January 25, 2011 11:02 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, Blankblock? If you can play Tank Commander you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
12:44 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments well I don't mind if centors exist in one room, sod has been a replayed over and over. While its true some monsters are not random, items still are and I still come back again and again. same with gtc. thes

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
is no logic behind it, like for example the puzzle in Chillingham used to open the back door in the church... I'm pretty much flustered over it all. Regards, Damien. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, January 25

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Shiny protector
Hi Thomas, I think nere the firepits and other traps there should be monsters which are random. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, January 25, 2011 8:43 AM Subject: Re: [Audyssey] MOTA Last Minute Comments

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
Hi Tom, Just a couple things: 1. If you put an arcade mode in, can you have a high score server? I.E. We could submit our high scores to scoreboards on the internet like with Pipe, Troopanum, ETC, and compete with each other? If you can, I'd say definitely I'd like an arcade mode. If you can't,

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
That to an extent is true Tom, but equally bare in mind that 2D is spacially easier than 3D. Many of the problems some people have with 3D are simply space orientated, heck, if it weren't for good nav features in the gma engine and terraformers I couldn't play them myself, and in fact fin

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
sibilities as a developer as well as my skills as a gamer. Regards, Damien. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, January 25, 2011 1:57 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Damien, You just hi

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Damien, You just hit upon one of my main concerns. Your definition and my ddefinition of easy and hard is vastly different. Below you explained that you have problems with games like Shades of Doom where I have beaten it several times. I have even beaten it a few times on the highest difficult

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Michael, Michael wrote: Just a short question about traps and items. What happened to such things as the vanishing platforms to cross some traps instead of the bridges or bridges that only hold you for a time before breaking, and something like the force fields or other timed traps in general?

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Karl, Thanks for the comments. As for your comment about partial randomization that's part of the problem. As I was explaining to Phil earlier when I added that random code I didn't do it in such a way that would provide partial randomization or take certain types of special conditions into ac

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
ere is no logic behind it, like for example the puzzle in Chillingham used to open the back door in the church... I'm pretty much flustered over it all. Regards, Damien. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, Januar

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Michael Gauler
Hi Tom, since I have been there playing the game from your first Alpha onwards, I have been with it from the start. About random enemies/objects: drop it. I have had that problem of encountering a centauer in the first level with only the standard gun as a weapon, with nothing else. Even on easy t

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Lori Duncan
Hi tom I personally preffer the randomness of the game, it keeps the player on their toes and doesn't become boring to expect the same monsters in the same places all of the time. I know of a few games where the monsters are always in the same place and good though they are, a bit of randomness

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Philip Bennefall
s, Philip Bennefall - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, January 25, 2011 1:20 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Phil, Phil wrote: I am not sure why you can not have random monsters and specific mons

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Karl Belanger
Here are my thoughts: As for randomized monsters and items, I have definitely experienced how things can be unbalanced, and I would be OK with completely unrandomizing things. Or, what about partial randomization? For example, you could only allow skeletons and zombies on level 1, add in centaurs o

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
amers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Tuesday, January 25, 2011 5:07 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Phil, Phil wrote: I am not sure why you can not have random monsters and specific monsters. In the Sarah game, I decide which monsters show up on each level and how many of them. Then I also adjust the number and type plus adjusting their capabilities before the level starts depending on your

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak
Hi Thomas, Another suggestion about the placement of monsters. How about no random monsters, so they are positioned exactly where you want them. But then have a random removal of those monsters function at the start of each level. Phil --- Gamers mailing list __ Gamers@audyssey.org If you wa

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Shaun, As I said in a prier e-mail doing that wouldn't really work. I could never balance the game that way. Let me explain it another way. Let's assume you enter the first room and you have a pistol with 15 rounds of ammo. There is a big ugly skeleton in their with a rusty dagger in his hand.

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak
Hi Thomas, I am not sure why you can not have random monsters and specific monsters. The skeletons and other low level monsters should be random and show up everywhere and on all levels. But then you should have another specific monster class that shows up only where and when you decide. In the

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, Dark wrote: As to puzles and traps, how about an easy mode for compromise. I'm not just thinking here of mucking about with game mechanics, but of something potentially plot specific which could provide audio help similar to the eva in shades of doom. Say, on easy mode angela takes a ra

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my concern is actually translating some of these complex p

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
Hi tom. The chief reason I can see for random monsters, is to provide interest in the rest of your game. Gameplay wise Q9 scores over superliam in my book because while they have basically the same formular, walk along left to right, jump holes, smack stuff when close etc, q9 has randomly oc

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
well you could remove the randomised code while you test it and then add it back in later if you cared to. Issue is once people know where everything is then it won't matter if you have the game or not. At 09:43 p.m. 25/01/2011, you wrote: Hi Will, Yeah, that goes without saying. The big pictu

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
hi tom. Ok, I aggree with you on the monsters thing. There are 2 ways you could accomplish this. 1. have randomised monsters per location. That is every location where monsters exist as is in the current release can have randomised monsters, unless for example these don't fit in which case you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
I'm in favor of taking out randomness. I'm not overly concerned with scoring. My biggest point in this email, though: "In the Tomb Raider games puzzles range from using a specific lever/switch to unlock a door to more advanced puzzles like jumping on certain pressure switches,hidden in the floor, i

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Sarah Haake
Hi Thomas, very interesting things you brought up there. For me personally, the random enemies and items are not important at all. I perfectly understand what you said about enemies fitting into a plot and so on, and that is a lot more important for me at least. So, I would say, just place th

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Will, Yeah, that goes without saying. The big picture here is how to balance it out so it allows new/inexperienced gamers a serious chanse at playing plus give advanced gamers like myself something worth buying and continuing to play for some time to come. To give it replay value that holds the

Re: [Audyssey] MOTA Last Minute Comments

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

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread william lomas
I think we need more advanced elements and puzzles otherwise games we have will remain to easy On 25 Jan 2011, at 08:13, Thomas Ward wrote: > Hi everyone, > > Okay, here is the deal. Beta 17 is almost ready for public release and > it may appear as early as Friday/Saturday barring any unforsee

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-04 Thread Ben
Might try a playthrough soon... starting today possibly. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 03 December 2010 23:00 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Release

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Hayden Presley
nt: Friday, December 03, 2010 6:28 AM To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Released! I don't mind it even now -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 10 Novemb

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Ben
I don't mind it even now -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 10 November 2010 03:18 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Released! Hi Clement, So did I.

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Ben
How do I get that -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Karl Belanger Sent: 07 November 2010 16:56 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Released! It's just over 21 pounds. For

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Ben
ssion list Subject: Re: [Audyssey] MOTA Beta 16 Released! Hi Ben, I'm not sure off the top of my head.However, at the current exchange rate between the dollar and the British pound I'd imagine it would not be any more than 30 pounds. Maybe even less the way the dollar is rapidly going

Re: [Audyssey] MOTA Rock Remix

2010-11-25 Thread Thomas Ward
Hi Ben, Here isthe link to the file again: http://www.usagamesinteractive.com/downloads/trailers/MOTA-Alternative.mp3 HTH On 11/25/10, Ben wrote: > Can I have a repost of the trailer link > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-uns

Re: [Audyssey] MOTA Rock Remix

2010-11-25 Thread Ben
Can I have a repost of the trailer link -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 24 November 2010 23:02 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Rock Remix Hi Greg, That&#x

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Thomas Ward
Hi Greg, Ummm..That's a spear not a sphere. Smile. As for the sound that starts and stops that is one of the new vanishing platforms I'm adding to beta 17. You'll be seeing more of them through the new game. As per demand people wanted to see those traps carried over from Montezuma's Revenge to M

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Hayden Presley
ssage - From: "Lori Duncan" To: "Gamers Discussion list" Sent: Sunday, November 21, 2010 9:36 AM Subject: Re: [Audyssey] MOTA Rock Remix > Hi Tom would you also consider adding in a key which would say yes or no > depending on your location, so you could remember if

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Greg Steel
To: Sent: Sunday, November 21, 2010 2:23 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi, That was a vanishing platform. I guess enouh time has passed since I was working on Montezuma's Revenge people have forgotten about vanishing platforms. As per request I added a few into the game. On 11/21

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Greg Steel
uncan" To: "Gamers Discussion list" Sent: Sunday, November 21, 2010 9:36 AM Subject: Re: [Audyssey] MOTA Rock Remix Hi Tom would you also consider adding in a key which would say yes or no depending on your location, so you could remember if you've been there before o

Re: [Audyssey] MOTA Rock Remix

2010-11-22 Thread Thomas Ward
Hi Lori, That's alright. A lot of VI gamers don't know the difference in game types, styles, etc do to their total lack of experience with mainstream games. Lots of people think Shades of Doom is 3d when in fact it isn't. It has 3d audio, but it technically would be classified as a 2d FPS because

Re: [Audyssey] MOTA Rock Remix

2010-11-22 Thread Lori Duncan
day, November 22, 2010 5:49 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Lori, Yeah. Well, that is the difference between a 2d environment like Shades of Doom and a 3d environment like MOTA 3D. Besides the ability to go north, south, east, and west there is a specific element to move up and d

Re: [Audyssey] MOTA Rock Remix

2010-11-22 Thread Thomas Ward
Hi Lori, Yeah. Well, that is the difference between a 2d environment like Shades of Doom and a 3d environment like MOTA 3D. Besides the ability to go north, south, east, and west there is a specific element to move up and down through the game world too. Either by climbing up or down on something

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Hayden Presley
To: Lori Duncan; Gamers Discussion list Subject: Re: [Audyssey] MOTA Rock Remix Hi, The vanishing platforms vanish and appear at random intervals. You often need to use one to cross an impassable trap like a large chasm, fire pit, lava pit, whatever. Of course, if you are standing on it when it

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
: > Umm what does it involve? > - Original Message - > From: "Thomas Ward" > To: "Gamers Discussion list" > Sent: Sunday, November 21, 2010 10:04 PM > Subject: Re: [Audyssey] MOTA Rock Remix > > >> Hi Hayden, >> >> As per request I

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Lori Duncan
Umm what does it involve? - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, November 21, 2010 10:04 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Hayden, As per request I have added some vanishing platforms to the gam

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
Hi, That was a vanishing platform. I guess enouh time has passed since I was working on Montezuma's Revenge people have forgotten about vanishing platforms. As per request I added a few into the game. On 11/21/10, Greg Steel wrote: > Hi Tom this is Greg. I heard your play through and I thou

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