Hi Dark,
Yes, I clearly remember the early NES and Sega games, and you are right
on the money about the short plot lines which were all pretty much
canned stories with different characters. For example, Legend of Kage
and Double Dragon have the basic same story. Big bad bully captures
heroes
Heheh I still think Kirby is freaking awesome. He could stomp Mario, Link
and all the rest anyday of the week, and I'd be more than happy to prove
that in a game of Super Smash Bros, *grin*. But seriously, the games were
really cool. I like how there's different powers, many more than mario,
Hi shaddow dragon.
I'm slightly spoiled with respect to Kirby games, sinse my first was Kirby's
fun pack, better known as Kirby's super star for the Snes. I didn't
even intend to buy a kirby game, I was just rooting around in the unboxed
games bin at my local game station, and the chapt
] More about Monte bosses.
Hi shaddow dragon.
I'm slightly spoiled with respect to Kirby games, sinse my first was
Kirby's
fun pack, better known as Kirby's super star for the Snes. I didn't
even intend to buy a kirby game, I was just rooting around in the unboxed
games bin at my local
H, thom, why am I now geting the feeling that we're all going to regret
coming up with some of these boss ideas wen we actually get to fight
it -- ;D. Oh well, it sounds as if we're going to get a challenge out of
it at least.
Beware the Grue!
Dark.
---
Gamers mailing list __
Hi Dark,
Quote
You could also take a leaf
from the bouser bosses in the original Mario game, where though the boss's
difficulty didn't change much, the rooms of later levels contained more
obstacles such as flames or pits.
End quote
That is an interesting idea. Having to leap over fire pits, lava
Hi,
Quote
Personally, I very rarely care about my score in games, and it's not a major
reason to play, I just love exploring a huge area and finding everything
there is to be found.
End quote
During my development of Monte I've discovered your general opinion
about scoring is not unique. Back
I deffinately take the point Tom, especially as sitting with friends wile
they play through some of the later released rpg's such as final fantasy 7
and Xenogears has been majorly fun for me recently.
but I don't think your comments are quite as applicable in my case,
particularly as far as
Hi Charles,
I am afraid not. You and your trusty keyboard or game controller is all
that stands between you and certain doom.
Hey, I never said Montezuma's Return was going to be easy. I expect the
final show down to be really challenging.Evil grin
Charles Rivard wrote:
Will hollering heh
Hi Katie,
Thanks. Yeah, I think it is no longer a question of weather or not I
will do it but when. I've got the general idea of the special powers of
this new boss skull, and ways of making the combat with it work.
One cool but interesting thing to do is the same thing they did with
Drakula in
Hi Charles,
Quote
It seems that floating gems were in one of the beta versions we've worked
with, weren't they? There was one somewhere.
End quote
Yes, that is correct. During the Alpha series I was following James
North's notes, and back then I placed the gem objects where he placed
them.
Hi Dark,
Quote
Well Tom, I'd be moderately more in favor of the different enemy types idea
if possible, -- sinse as I said, it adds variety...
End quote
True, but the original game didn't have different monsters. It was
simply that the monsters got stronger and stronger the deeper you got
Hi,
Quote
As for the lightning idea, well it sounds fun, but instead of loading you up
with swords before the fight, how about having several swords hanging around
Montizuma's skull, wich you need to grab and use on it yourself,
all wile jumping over his lightning attacks? That would
: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 28, 2007 5:20 PM
Subject: Re: [Audyssey] More about Monte bosses.
Hi Katie,
Thanks. Yeah, I think it is no longer a question of weather or not I
will do it but when. I've got the general idea
i like the multiple play idea, but maybe keeping at least the first two
skill levels, would be helpful, to let people practice the game on an easier
level, and not have all experienced gamers having to play a bunch of easier
levels again and again. Also, would there be endings for the different
: [Audyssey] More about Monte bosses.
Hi,
Quote
As for the lightning idea, well it sounds fun, but instead of loading you
up
with swords before the fight, how about having several swords hanging
around
Montizuma's skull, wich you need to grab and use on it yourself,
all wile
Hi Tom.
About the editer, that is fair enough, I just remember you mentioning
something about this quite a long wile ago, and sinse creating an
exploration style game is a bit of a personal ambition of mine, I was
vaguely hoping it'd be possible with Monti, the way quite a few graphical
games
Hi Dark,
Quote
Indeed tom, teleporting bosses are usually a pest, and I can imagine that
being fun in an audio game.
End quote
Yeah, those kind of bosses are generally pretty cool. It makes it much
more difficult than swing, slash, boss is dead. You might swing injure
the boss, but he
Hi,
Quote
i like the multiple play idea, but maybe keeping at least the first two
skill levels, would be helpful, to let people practice the game on an easier
level, and not have all experienced gamers having to play a bunch of easier
levels again and again.
End quote
Hmmm... That does present a
This would be, as the saying used to be, really! boss!
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 28, 2007 11:34 AM
Subject: Re: [Audyssey] More about Monte bosses.
Hi Charles,
Quote
It seems
I wasn't suggesting a major redesign their tom, just an added ending
sequence if you go for the replay idea.
The hole modern games idea is an interesting one. being born in 1982, I did
most of my gaming on machines like the amstrad Cpc computer, Amigar and
finally the snes, so I got used to
Hi everyone,
A couple of days ago a couple of you were asking about my views on
bosses in Montezuma's Return. I did some digging on exactly how the
higher levels were handled and found out something interesting about the
classic Montezuma's Revenge, and the good news is this should be easy
it take
some of the fairness out of the game?
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, November 27, 2007 3:14 PM
Subject: [Audyssey] More about Monte bosses.
Hi everyone,
A couple of days ago a couple of you were asking about my
Hi Charles,
I don't think so. Based on what I have read levels 7 through 11 don't
offer swords or any other weapons. If you had one from a previous level
it wouldn't work. As a result it forced the gamer to use a different
strategy like use speed and ajility to avoid monsters, and in our
Well, a nice, symple idea, but perhaps you could considder some extra sound
effects, and or extra enemy types for the invinsible enemies? That way they
would seem more like bosses, and less like normal enemies which have been
mysteriously enhanced in one section of the tomb with respect to
really need them, jumping over enemies doesn't seem too unreasonable to me.
Beware the Grue!
dark.
- Original Message -
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 27, 2007 9:50 PM
Subject: Re: [Audyssey] More about Monte bosses
[EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 27, 2007 5:56 PM
Subject: Re: [Audyssey] More about Monte bosses.
Hi Charles,
I don't think so. Based on what I have read levels 7 through 11 don't
offer swords or any other weapons. If you had one from
I think the bosses are good, make what your doing first, and then have an
upgrade at a later time.
[Original Message]
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Date: 11/27/2007 6:55:23 PM
Subject: Re: [Audyssey] More about Monte bosses.
Hmmm, what does
Hi Dark,
Quote
Well, a nice, symple idea, but perhaps you could considder some extra sound
effects, and or extra enemy types for the invinsible enemies? That way they
would seem more like bosses, and less like normal enemies which have been
mysteriously enhanced in one section of the tomb with
Hi Dark,
Orneriness means to be mean, testy, surly, spiteful, etc...
Dark wrote:
Hmmm, what does orneriness mean? not a word I've come across before. though
if I take your meaning as to be an unfair twist in gameplay, personally, I
like the idea to make later levels that much more
-
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 27, 2007 8:01 PM
Subject: Re: [Audyssey] More about Monte bosses.
Hi Dark,
Quote
Well, a nice, symple idea, but perhaps you could considder some extra
sound
effects, and or extra enemy
Subject: [Audyssey] More about Monte bosses.
Hi everyone,
A couple of days ago a couple of you were asking about my views on
bosses in Montezuma's Return. I did some digging on exactly how the
higher levels were handled and found out something interesting about the
classic Montezuma's Revenge
Hi Ron,
I personally don't care one way or another, but I think one boss for now
is a good enough compromise on short notice. Especially, if the idea I
have is cool enough.
Ron Schamerhorn wrote:
Hi
I do think that would be a good compromise for this version.
Later on if you want to get
Hi Michael,
As for the game restarting with level 1 again after completing it I was
certainly planning on doing it time permitting of course.
As for the floating gems near the ropes they won't be in 1.0, but I
already have plans to do a service release next year with some changes I
wanted in
Will hollering heh heh heh heh heh heh heh heh heh heh heh heh help! work?
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 27, 2007 4:56 PM
Subject: Re: [Audyssey] More about Monte bosses.
Hi Charles,
I
could either
use this method of play or not.
- Original Message -
From: Michael Feir [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 27, 2007 7:32 PM
Subject: Re: [Audyssey] More about Monte bosses.
In the origional game, after you pass all
28, 2007 1:01 AM
Subject: Re: [Audyssey] More about Monte bosses.
Hi Dark,
Quote
Well, a nice, symple idea, but perhaps you could considder some extra
sound
effects, and or extra enemy types for the invinsible enemies? That way
they
would seem more like bosses, and less like normal
Ah, wel I wouldn't say you sticking in invinsible enemies is quite that!
bad, ;D.
Beware the Grue!
Dark.
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 28, 2007 1:08 AM
Subject: Re: [Audyssey] More about
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