Re: [Audyssey] More about Monte bosses.

2007-12-02 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-12-02 Thread Shadow Dragon
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,

Re: [Audyssey] More about Monte bosses.

2007-12-02 Thread Dark
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

Re: [Audyssey] More about Monte bosses.

2007-12-02 Thread Shadow Dragon
] 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

Re: [Audyssey] More about Monte bosses.

2007-11-30 Thread Dark
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 __

Re: [Audyssey] More about Monte bosses.

2007-11-30 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-30 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-30 Thread Dark
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Thomas Ward
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.

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Dark
: 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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Dark
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Dark
: [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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Dark
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Charles Rivard
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

Re: [Audyssey] More about Monte bosses.

2007-11-28 Thread Dark
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

[Audyssey] More about Monte bosses.

2007-11-27 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Charles Rivard
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Dark
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Dark
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Ron Schamerhorn
[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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Ronald Hopkins II
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Michael Feir
- 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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Katie Madison
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Thomas Ward
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Charles Rivard
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Charles Rivard
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Dark
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

Re: [Audyssey] More about Monte bosses.

2007-11-27 Thread Dark
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