Re: [Audyssey] ending bosses in games

2009-12-13 Thread Hayden Presley
Cool.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 13, 2009 12:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

Hi Hayden,
Actually, as of the current development test build only the sword can 
slay enemy bosses. So the only way to slay the hydra in the game is to 
use the enchanted sword. As it happens the hydra is underwater so a gun 
wouldn't really work their anyway.

*Smile*


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Re: [Audyssey] ending bosses in games

2009-12-13 Thread Thomas Ward

Hi Hayden,
Actually, as of the current development test build only the sword can 
slay enemy bosses. So the only way to slay the hydra in the game is to 
use the enchanted sword. As it happens the hydra is underwater so a gun 
wouldn't really work their anyway.


*Smile*


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Re: [Audyssey] ending bosses in games

2009-12-13 Thread dark
Maybe there could be a pool of oil in the same room you could dip your sword 
in and light it on fire,  thus achieving head chopping and kneck seering 
at the same time,  pluss, flaming swords are just cool!


Beware the grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 12:10 AM
Subject: Re: [Audyssey] ending bosses in games


I think Thomas is going to make bosses immune to bows, guns and things like 
that. Or at least he's considering it. So you'd need a sword. And who 
knows, the sword might have an enchantment to sear the Hydra's necks to 
prevent its heads from regenerating. So you wouldn't necessarily need a 
firebrand.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, December 12, 2009 5:03 PM
Subject: Re: [Audyssey] ending bosses in games



Problem with fighting the Hidra is, Heracles had to melt the necks
togheter-angela might have a problem wielding a firebrand and say, a
Shotgun, at the same time.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, December 11, 2009 6:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

Hello Tom.
I completely understand the problem, but it strikes me there might be 
some

nice work arounds.

Generic person in armour sounds for instance,  ie, clanking footsteps
and ratling armour shouldn't I imagine be too much of a problem,   
maybe
you just need an audio speech file where the person declares themselves 
the

raised spirit of hercules or something similar.

About unhuman monsters, you might be able to just wing things with 
generic

mixing. You could do cila, --- the six headed dog monster for instance by
mixing appropriate barks,  or caribdis with a low distorted croke and
bubling sound.

A hydra might be harder,  though going on the basis that it's a
reptillian creature with 5 heads, five mixed growls pitched differently
might help.

I was always amazed by the fact that the majority of the noises Chubaka 
in
the starwars films makes were apparently recordings from a brown bear at 
a

zoo,  and E T's breething was apparently a recording of the sound
designer's wife who had a severely bad cold and chest infection at the
time,  snoring!

obviously your the designer here, but I do sometimes wonder if something 
of

an old time radio approach to sounds in this way might be helpful, 
particularly with fantasty creatures, just to get the most out of sound
libraries etc.

just tell me if I'm talking a load of rubbish though!

Beware the grue!

Dark.


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Re: [Audyssey] ending bosses in games

2009-12-12 Thread Thomas Ward

Hi Bryan,
Oh, yeah. I guess not. It would not be too fun being turned into a 
spider. Although, Athena did that out of kindness not cruelty in that story.


*Smile*


Bryan Peterson wrote:
Just don't get into a weaving contest with Athena. Arachne found that 
out the hard way. LOL.



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Re: [Audyssey] ending bosses in games

2009-12-12 Thread Hayden Presley
I did know that-only using  the shotgun as an example-but I do like that
idea; it seems more realistic to fight a legendary monster from Greek
mythology with a sword versus a gun that was quite definitely made 3000
years to late to have such features as  to kill the three-headed guard dog
of the realm of  the god of the dead, the brother of Zeus, Poseidon,
Demeter, Hestia, and Hera. 
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Saturday, December 12, 2009 6:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

I think Thomas is going to make bosses immune to bows, guns and things like 
that. Or at least he's considering it. So you'd need a sword. And who knows,

the sword might have an enchantment to sear the Hydra's necks to prevent its

heads from regenerating. So you wouldn't necessarily need a firebrand.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Saturday, December 12, 2009 5:03 PM
Subject: Re: [Audyssey] ending bosses in games


> Problem with fighting the Hidra is, Heracles had to melt the necks
> togheter-angela might have a problem wielding a firebrand and say, a
> Shotgun, at the same time.
> Best Regards,
> Hayden
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of dark
> Sent: Friday, December 11, 2009 6:45 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] ending bosses in games
>
> Hello Tom.
> I completely understand the problem, but it strikes me there might be some
> nice work arounds.
>
> Generic person in armour sounds for instance,  ie, clanking footsteps
> and ratling armour shouldn't I imagine be too much of a problem,   
> maybe
> you just need an audio speech file where the person declares themselves 
> the
> raised spirit of hercules or something similar.
>
> About unhuman monsters, you might be able to just wing things with generic
> mixing. You could do cila, --- the six headed dog monster for instance by
> mixing appropriate barks,  or caribdis with a low distorted croke and
> bubling sound.
>
> A hydra might be harder,  though going on the basis that it's a
> reptillian creature with 5 heads, five mixed growls pitched differently
> might help.
>
> I was always amazed by the fact that the majority of the noises Chubaka in
> the starwars films makes were apparently recordings from a brown bear at a
> zoo,  and E T's breething was apparently a recording of the sound
> designer's wife who had a severely bad cold and chest infection at the
> time,  snoring!
>
> obviously your the designer here, but I do sometimes wonder if something 
> of
> an old time radio approach to sounds in this way might be helpful, 
> particularly with fantasty creatures, just to get the most out of sound
> libraries etc.
>
> just tell me if I'm talking a load of rubbish though!
>
> Beware the grue!
>
> Dark.
>
>
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>
>
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> list,
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Re: [Audyssey] ending bosses in games

2009-12-12 Thread Bryan Peterson
I think Thomas is going to make bosses immune to bows, guns and things like 
that. Or at least he's considering it. So you'd need a sword. And who knows, 
the sword might have an enchantment to sear the Hydra's necks to prevent its 
heads from regenerating. So you wouldn't necessarily need a firebrand.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, December 12, 2009 5:03 PM
Subject: Re: [Audyssey] ending bosses in games



Problem with fighting the Hidra is, Heracles had to melt the necks
togheter-angela might have a problem wielding a firebrand and say, a
Shotgun, at the same time.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, December 11, 2009 6:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

Hello Tom.
I completely understand the problem, but it strikes me there might be some
nice work arounds.

Generic person in armour sounds for instance,  ie, clanking footsteps
and ratling armour shouldn't I imagine be too much of a problem,   
maybe
you just need an audio speech file where the person declares themselves 
the

raised spirit of hercules or something similar.

About unhuman monsters, you might be able to just wing things with generic
mixing. You could do cila, --- the six headed dog monster for instance by
mixing appropriate barks,  or caribdis with a low distorted croke and
bubling sound.

A hydra might be harder,  though going on the basis that it's a
reptillian creature with 5 heads, five mixed growls pitched differently
might help.

I was always amazed by the fact that the majority of the noises Chubaka in
the starwars films makes were apparently recordings from a brown bear at a
zoo,  and E T's breething was apparently a recording of the sound
designer's wife who had a severely bad cold and chest infection at the
time,  snoring!

obviously your the designer here, but I do sometimes wonder if something 
of

an old time radio approach to sounds in this way might be helpful, 
particularly with fantasty creatures, just to get the most out of sound
libraries etc.

just tell me if I'm talking a load of rubbish though!

Beware the grue!

Dark.


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Re: [Audyssey] ending bosses in games

2009-12-12 Thread Hayden Presley
Problem with fighting the Hidra is, Heracles had to melt the necks
togheter-angela might have a problem wielding a firebrand and say, a
Shotgun, at the same time.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, December 11, 2009 6:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

Hello Tom.
I completely understand the problem, but it strikes me there might be some 
nice work arounds.

Generic person in armour sounds for instance,  ie, clanking footsteps 
and ratling armour shouldn't I imagine be too much of a problem,  maybe 
you just need an audio speech file where the person declares themselves the 
raised spirit of hercules or something similar.

About unhuman monsters, you might be able to just wing things with generic 
mixing. You could do cila, --- the six headed dog monster for instance by 
mixing appropriate barks,  or caribdis with a low distorted croke and 
bubling sound.

A hydra might be harder,  though going on the basis that it's a 
reptillian creature with 5 heads, five mixed growls pitched differently 
might help.

I was always amazed by the fact that the majority of the noises Chubaka in 
the starwars films makes were apparently recordings from a brown bear at a 
zoo,  and E T's breething was apparently a recording of the sound 
designer's wife who had a severely bad cold and chest infection at the 
time,  snoring!

obviously your the designer here, but I do sometimes wonder if something of 
an old time radio approach to sounds in this way might be helpful,   
particularly with fantasty creatures, just to get the most out of sound 
libraries etc.

just tell me if I'm talking a load of rubbish though!

Beware the grue!

Dark. 


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Re: [Audyssey] ending bosses in games

2009-12-12 Thread Bryan Peterson
Just don't get into a weaving contest with Athena. Arachne found that out 
the hard way. LOL.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Yohandy" 

To: "Gamers Discussion list" 
Sent: Thursday, December 10, 2009 3:38 PM
Subject: Re: [Audyssey] ending bosses in games


Now I'm curious how Angela will lose her weapons. Hey there won't be any 
cut scenes in this game right? cause it could easily be explained through 
a cut scene.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, December 10, 2009 1:24 PM
Subject: Re: [Audyssey] ending bosses in games



Hi Karl,
I do think what you have suggested is a very good idea, is quite common 
in video games, but unfortunately I didn't design the Genesis Engine with 
this particular feature in mind. So I'd have to do some reworking to 
implement this ability if I wanted to include it in future game releases.
As far as Mysteries of the Ancients goes I'd have to think about it 
before saying yes or no. The game story line really is a fairly open and 
shut case of where Angela makes it to the Hall of Wisdom where the 
Goddess Athena challenges her to a sword duel for the right to have the 
orb. It isn't the kind of duel where each side is trying to kill each 
other, but more a test of strength, skills, and currage. Athena isn't an 
evil goddess so her challenges tend to be more of skill and wisdom rather 
than a fight to the death. Fights to the deth are more Ares style of 
challenging people, and then again what can you expect from the god of 
war?



Karl Belanger wrote:

Hi all,
With the recent release of q9 and the upcoming release of MOTA, I 
started thinking about the ending bosses in games. In a lot of games for 
the sighted, such as many of the Legend of Zelda games, and the new 
super Mario brothers for WII, the ending boss either has multiple stages 
or there are multiple bosses which you must face one after the other. 
For example, ine one of the Zelda games, after killing the final boss 
for the first time, you must run out of a collapsing castle, where you 
encounter a transformed, more powerful boss. In the recent New Super 
Mario Brothers WII, after defeating Bowser for the first time, he comes 
back considerably larger, and you must run from him, tempting him to 
shoot fire at you in order to destroy barriers that are blocking your 
path. Eventually, you reach a switch which drops Bowser into lava.
I have not seen any battles like this in any accessible game, and I 
think a game like MOTA is a prime candidate for something like this. 
Angela could face multiple creatures in a row, or have to run through a 
collapsing level in order to reach an exit or another boss.

What are your thoughts?
Karl




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Re: [Audyssey] ending bosses in games

2009-12-11 Thread dark

Hello Tom.
I completely understand the problem, but it strikes me there might be some 
nice work arounds.


Generic person in armour sounds for instance,  ie, clanking footsteps 
and ratling armour shouldn't I imagine be too much of a problem,  maybe 
you just need an audio speech file where the person declares themselves the 
raised spirit of hercules or something similar.


About unhuman monsters, you might be able to just wing things with generic 
mixing. You could do cila, --- the six headed dog monster for instance by 
mixing appropriate barks,  or caribdis with a low distorted croke and 
bubling sound.


A hydra might be harder,  though going on the basis that it's a 
reptillian creature with 5 heads, five mixed growls pitched differently 
might help.


I was always amazed by the fact that the majority of the noises Chubaka in 
the starwars films makes were apparently recordings from a brown bear at a 
zoo,  and E T's breething was apparently a recording of the sound 
designer's wife who had a severely bad cold and chest infection at the 
time,  snoring!


obviously your the designer here, but I do sometimes wonder if something of 
an old time radio approach to sounds in this way might be helpful,   
particularly with fantasty creatures, just to get the most out of sound 
libraries etc.


just tell me if I'm talking a load of rubbish though!

Beware the grue!

Dark. 



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Re: [Audyssey] ending bosses in games

2009-12-11 Thread Thomas Ward

Hi Dark,
Yes, in deed. The only problem of course is finding sounds for each and 
every creature I want to put into the game. For example, I definitely 
want to add a hydra to the game. Problem is what exactly does a hydra 
sound like, and I am trying to find a good sea monster type sound for 
one. This hunt for sounds is slowing the game down a lot because the 
sound libraries I have don't seam to have everything i need.


dark wrote:

sounding fun Thom.

I'm sure if Cerberus had been beaten up in the temple, Hades might 
send Charon, --- and possibly someone like hercules along to see 
what'd happen to his favourite pet,  and there are enoughb mighty 
warriors kicking around at Greek mythology to provide bosses for many 
levels indeed!


Beware the grue!

Dark.



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Re: [Audyssey] ending bosses in games

2009-12-11 Thread Thomas Ward

Hi Shaun,
Well, I could do that, but I'd rather keep the weapons, including the 
sword, random for the most part. If you don't find it on level 1 you 
would find it on level 2 for sure. So you might not be able to kill say 
Kerberos, but would be able to fight the minotaur.


shaun everiss wrote:

true but you will have to make sure that we can find at least one bladed weapon 
in level1.
if you put that in.
you will have to make sure the sword appears in level1 somewhere all the time.

if you don't well.
  



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Re: [Audyssey] ending bosses in games

2009-12-11 Thread dark

sounding fun Thom.

I'm sure if Cerberus had been beaten up in the temple, Hades might send 
Charon, --- and possibly someone like hercules along to see what'd happen to 
his favourite pet,  and there are enoughb mighty warriors kicking around 
at Greek mythology to provide bosses for many levels indeed!


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, December 11, 2009 4:52 AM
Subject: Re: [Audyssey] ending bosses in games



Hi Dark,
Personally, I like the suggestion of limiting the ability to kill a boss 
to the sword. Since the sword is an enchanted sword it only stands to 
reason it would be the only weapon powerful enough to slay Kerberos, a 
cyclops, a minotaur, a hydra, and other such powerful creatures of Greek 
mythology. Plus the ending battle is going to be a sword duel anyway.
Not only that, but besides the bosses mentioned above I've been thinking 
of making up some new bosses. Say a warrior in heavy armour and sword who 
will challenge Angela to pass a certain point like cross a bridge or 
something. Perhaps some ancient Greek mage/sorceror who would be powerful 
enough to cast fireballs, perhaps create an ice storm, or something cool 
like that. Perhaps a massive skeleton warrior on horse back. Lots of cool 
ideas here.



dark wrote:

Hi Tom.

as I said, environmental factors,  and tactical advantage!

suppose,  as happened with certain sword wielding bosses in 
castlevania, the minertaur's weight when swinging it's sword caused rocks 
to fall from the cieling which angela had to doge,  thus making mow 
down at a distance a lot harder.


a cheaper (but possibly tougher and more dramatic option), might be to 
have the minertau's thick skin imune to bullets,  however the magic 
sword angela finds in the temple is just the thing,  though that 
might make bosses tough indeed!


You could also considder arming the beast with some sort of long distance 
weapon, spears to throw, a ball and chain etc.


I've even seen games where big stationary bosses had magic weapons which 
they could throw, and then have boomerang back to them!


there are mythical counterpoints for such,  and those attacks could 
be a real pest because they would often hit you twice, once on the way 
out, and once coming back!


Just some random thought.

Beware the grue!

Dark.



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Re: [Audyssey] ending bosses in games

2009-12-10 Thread shaun everiss
true but you will have to make sure that we can find at least one bladed weapon 
in level1.
if you put that in.
you will have to make sure the sword appears in level1 somewhere all the time.

if you don't well.
At 05:52 p.m. 11/12/2009, you wrote:
>Hi Dark,
>Personally, I like the suggestion of limiting the ability to kill a boss to 
>the sword. Since the sword is an enchanted sword it only stands to reason it 
>would be the only weapon powerful enough to slay Kerberos, a cyclops, a 
>minotaur, a hydra, and other such powerful creatures of Greek mythology. Plus 
>the ending battle is going to be a sword duel anyway.
>Not only that, but besides the bosses mentioned above I've been thinking of 
>making up some new bosses. Say a warrior in heavy armour and sword who will 
>challenge Angela to pass a certain point like cross a bridge or something. 
>Perhaps some ancient Greek mage/sorceror who would be powerful enough to cast 
>fireballs, perhaps create an ice storm, or something cool like that. Perhaps a 
>massive skeleton warrior on horse back. Lots of cool ideas here.
>
>
>dark wrote:
>>Hi Tom.
>>
>>as I said, environmental factors,  and tactical advantage!
>>
>>suppose,  as happened with certain sword wielding bosses in castlevania, 
>>the minertaur's weight when swinging it's sword caused rocks to fall from the 
>>cieling which angela had to doge,  thus making mow down at a distance a 
>>lot harder.
>>
>>a cheaper (but possibly tougher and more dramatic option), might be to have 
>>the minertau's thick skin imune to bullets,  however the magic sword 
>>angela finds in the temple is just the thing,  though that might make 
>>bosses tough indeed!
>>
>>You could also considder arming the beast with some sort of long distance 
>>weapon, spears to throw, a ball and chain etc.
>>
>>I've even seen games where big stationary bosses had magic weapons which they 
>>could throw, and then have boomerang back to them!
>>
>>there are mythical counterpoints for such,  and those attacks could be a 
>>real pest because they would often hit you twice, once on the way out, and 
>>once coming back!
>>
>>Just some random thought.
>>
>>Beware the grue!
>>
>>Dark.
>
>
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Re: [Audyssey] ending bosses in games

2009-12-10 Thread Thomas Ward

Hi Dark,
Personally, I like the suggestion of limiting the ability to kill a boss 
to the sword. Since the sword is an enchanted sword it only stands to 
reason it would be the only weapon powerful enough to slay Kerberos, a 
cyclops, a minotaur, a hydra, and other such powerful creatures of Greek 
mythology. Plus the ending battle is going to be a sword duel anyway.
Not only that, but besides the bosses mentioned above I've been thinking 
of making up some new bosses. Say a warrior in heavy armour and sword 
who will challenge Angela to pass a certain point like cross a bridge or 
something. Perhaps some ancient Greek mage/sorceror who would be 
powerful enough to cast fireballs, perhaps create an ice storm, or 
something cool like that. Perhaps a massive skeleton warrior on horse 
back. Lots of cool ideas here.



dark wrote:

Hi Tom.

as I said, environmental factors,  and tactical advantage!

suppose,  as happened with certain sword wielding bosses in 
castlevania, the minertaur's weight when swinging it's sword caused 
rocks to fall from the cieling which angela had to doge,  thus 
making mow down at a distance a lot harder.


a cheaper (but possibly tougher and more dramatic option), might be to 
have the minertau's thick skin imune to bullets,  however the 
magic sword angela finds in the temple is just the thing,  though 
that might make bosses tough indeed!


You could also considder arming the beast with some sort of long 
distance weapon, spears to throw, a ball and chain etc.


I've even seen games where big stationary bosses had magic weapons 
which they could throw, and then have boomerang back to them!


there are mythical counterpoints for such,  and those attacks 
could be a real pest because they would often hit you twice, once on 
the way out, and once coming back!


Just some random thought.

Beware the grue!

Dark.



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Re: [Audyssey] ending bosses in games

2009-12-10 Thread Thomas Ward

Hi Shaun,
Well, in order to do that I'd have some serious upgrading ahead of me. I 
only created one boss object with a rather generic artificial 
intelligence for it. So each boss creature tends to respond the same as 
the next. This is something I was planning on updating in time, but this 
is getting near the end of the project and I don't want to do a lot of 
rewriting at this late date.



shaun everiss wrote:

well each boss need to have their own characteristics tom.
smaller bosses can fly, jump, etc.
 other bosses can be slow and armoured.
and do loads of dammage but they will all have weaknesses.
  



At 10:00 a.m. 11/12/2009, you wrote:
  

Hi Shaun,
That's just the problem though. Some bosses like a minotaur is to big and too 
heavy to jump over you. They tend to stand in one spot and swing a big sword or 
ax at the hero. Of course, in those movies and games the hero is carrying a 
sword and not a gun which makes a big tactical advantage in this game. In this 
game Angela can just pull out an Uzi and hoze the boss down before he closes to 
attack range. I've done that a number of times and the minotaur is just way to 
easy to kill.

shaun everiss wrote:


well its hard enough, saying that if you get a blade its dead easy.
If you let em attack you well.
if the boss could run at you, maybe jump over you avoid some of your swings 
that kind of thing but I can't think of what else I could do for the bosses.
 
  

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Re: [Audyssey] ending bosses in games

2009-12-10 Thread shaun everiss
well each boss need to have their own characteristics tom.
smaller bosses can fly, jump, etc.
 other bosses can be slow and armoured.
and do loads of dammage but they will all have weaknesses.
At 10:00 a.m. 11/12/2009, you wrote:
>Hi Shaun,
>That's just the problem though. Some bosses like a minotaur is to big and too 
>heavy to jump over you. They tend to stand in one spot and swing a big sword 
>or ax at the hero. Of course, in those movies and games the hero is carrying a 
>sword and not a gun which makes a big tactical advantage in this game. In this 
>game Angela can just pull out an Uzi and hoze the boss down before he closes 
>to attack range. I've done that a number of times and the minotaur is just way 
>to easy to kill.
>
>shaun everiss wrote:
>>well its hard enough, saying that if you get a blade its dead easy.
>>If you let em attack you well.
>>if the boss could run at you, maybe jump over you avoid some of your swings 
>>that kind of thing but I can't think of what else I could do for the bosses.
>>  
>
>
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Re: [Audyssey] ending bosses in games

2009-12-10 Thread dark

Hi Tom.

as I said, environmental factors,  and tactical advantage!

suppose,  as happened with certain sword wielding bosses in castlevania, 
the minertaur's weight when swinging it's sword caused rocks to fall from 
the cieling which angela had to doge,  thus making mow down at a 
distance a lot harder.


a cheaper (but possibly tougher and more dramatic option), might be to have 
the minertau's thick skin imune to bullets,  however the magic sword 
angela finds in the temple is just the thing,  though that might make 
bosses tough indeed!


You could also considder arming the beast with some sort of long distance 
weapon, spears to throw, a ball and chain etc.


I've even seen games where big stationary bosses had magic weapons which 
they could throw, and then have boomerang back to them!


there are mythical counterpoints for such,  and those attacks could be a 
real pest because they would often hit you twice, once on the way out, and 
once coming back!


Just some random thought.

Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, December 10, 2009 9:00 PM
Subject: Re: [Audyssey] ending bosses in games



Hi Shaun,
That's just the problem though. Some bosses like a minotaur is to big and 
too heavy to jump over you. They tend to stand in one spot and swing a big 
sword or ax at the hero. Of course, in those movies and games the hero is 
carrying a sword and not a gun which makes a big tactical advantage in 
this game. In this game Angela can just pull out an Uzi and hoze the boss 
down before he closes to attack range. I've done that a number of times 
and the minotaur is just way to easy to kill.


shaun everiss wrote:

well its hard enough, saying that if you get a blade its dead easy.
If you let em attack you well.
if the boss could run at you, maybe jump over you avoid some of your 
swings that kind of thing but I can't think of what else I could do for 
the bosses.





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Re: [Audyssey] ending bosses in games

2009-12-10 Thread Yohandy
Now I'm curious how Angela will lose her weapons. Hey there won't be any cut 
scenes in this game right? cause it could easily be explained through a cut 
scene.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, December 10, 2009 1:24 PM
Subject: Re: [Audyssey] ending bosses in games



Hi Karl,
I do think what you have suggested is a very good idea, is quite common in 
video games, but unfortunately I didn't design the Genesis Engine with 
this particular feature in mind. So I'd have to do some reworking to 
implement this ability if I wanted to include it in future game releases.
As far as Mysteries of the Ancients goes I'd have to think about it before 
saying yes or no. The game story line really is a fairly open and shut 
case of where Angela makes it to the Hall of Wisdom where the Goddess 
Athena challenges her to a sword duel for the right to have the orb. It 
isn't the kind of duel where each side is trying to kill each other, but 
more a test of strength, skills, and currage. Athena isn't an evil goddess 
so her challenges tend to be more of skill and wisdom rather than a fight 
to the death. Fights to the deth are more Ares style of challenging 
people, and then again what can you expect from the god of war?



Karl Belanger wrote:

Hi all,
With the recent release of q9 and the upcoming release of MOTA, I started 
thinking about the ending bosses in games. In a lot of games for the 
sighted, such as many of the Legend of Zelda games, and the new super 
Mario brothers for WII, the ending boss either has multiple stages or 
there are multiple bosses which you must face one after the other. For 
example, ine one of the Zelda games, after killing the final boss for the 
first time, you must run out of a collapsing castle, where you encounter 
a transformed, more powerful boss. In the recent New Super Mario Brothers 
WII, after defeating Bowser for the first time, he comes back 
considerably larger, and you must run from him, tempting him to shoot 
fire at you in order to destroy barriers that are blocking your path. 
Eventually, you reach a switch which drops Bowser into lava.
I have not seen any battles like this in any accessible game, and I think 
a game like MOTA is a prime candidate for something like this. Angela 
could face multiple creatures in a row, or have to run through a 
collapsing level in order to reach an exit or another boss.

What are your thoughts?
Karl




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Re: [Audyssey] ending bosses in games

2009-12-10 Thread dark

Hello Tom.

As to Mota bosses,  well there are several things.

first, is multiple attacks requiring different methods of avoidence. For 
instance, have a general close range attack, then an attack you must duck, 
and have the boss use them intermitantly.


there is also very much the use of environmental factors. Fighting a boss in 
a flat room is one thing, fighting one in a room with pits to jump, ropes to 
climb etc is another.


Combining these ideas, you could do some very interesting things. Suppose 
for instance you have a boss who, --- after giving some sort of warning, had 
an attack which flamed the enitre floor, and the only way to avoid it was 
sprint to a rope and climb!


Now you have levers in the game, you could also use environmental factors on 
bosses. These could be anything from the traditional marrio brothers style 
get passed a boss and use a leaver to chuck it down into a pit, --- to 
finding levers to drop rocks on bosses, close doors against them, let them 
be hit by traps or many other things.


Really, the possibilities are many and various indeed!

Beware the grue!

Dark. 



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Re: [Audyssey] ending bosses in games

2009-12-10 Thread Thomas Ward

Hi Shaun,
That's just the problem though. Some bosses like a minotaur is to big 
and too heavy to jump over you. They tend to stand in one spot and swing 
a big sword or ax at the hero. Of course, in those movies and games the 
hero is carrying a sword and not a gun which makes a big tactical 
advantage in this game. In this game Angela can just pull out an Uzi and 
hoze the boss down before he closes to attack range. I've done that a 
number of times and the minotaur is just way to easy to kill.


shaun everiss wrote:

well its hard enough, saying that if you get a blade its dead easy.
If you let em attack you well.
if the boss could run at you, maybe jump over you avoid some of your swings 
that kind of thing but I can't think of what else I could do for the bosses.
  



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Re: [Audyssey] ending bosses in games

2009-12-10 Thread shaun everiss
well its hard enough, saying that if you get a blade its dead easy.
If you let em attack you well.
if the boss could run at you, maybe jump over you avoid some of your swings 
that kind of thing but I can't think of what else I could do for the bosses.
At 07:29 a.m. 11/12/2009, you wrote:
>Hi Yohandy,
>Got any ideas in mind how to make the bosses more interactive in MOTA? It is, 
>as you said, too much like run at it and shoot it which often isn't 
>challenging at all. The only factor in determining if you beat one so far is 
>how much ammo you have.
>
>Yohandy wrote:
>>I too agree. bosses really need to be more interactive in audiogames. not 
>>just run straight at it and shoot it. I really like q9 and super Liam, but in 
>>both games the first thing that came to mind when I got to the boss was ok 
>>let me try shooting it. and guess what? it worked like a charm. we really 
>>need a lot more uniqueness to the bosses. I think it would've been so awesome 
>>if you beat super Liam, and the credits rolled as usual. then right in the 
>>middle of the credits the boss got right back up, laughed and resumed 
>>attacking you right when you were distracted. except this time he was way 
>>harder to beat. that would've been so cool.
>
>
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Re: [Audyssey] ending bosses in games

2009-12-10 Thread dark
True Thom, though sinse in Mega man 1 you just refight all six robots then 
fight Wily once at the end in his saucer, i thought mm 2 would make a better 
example of multiple boss forms.


Some of the later mega man and mega man X games going through the 90's had 
as many as four individual last boss forms, - not counting the eight 
rematches against the normal bosses as well.


either way, more bosses for audiogames would be good!

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, December 10, 2009 6:27 PM
Subject: Re: [Audyssey] ending bosses in games



Hi dark,
Actually, that feature was in Megaman 1 as well. It appeared quite 
frequently on classic games from the 80's clear up until

Beware the grue"!

Dark.the present.


dark wrote:

I agree carl.

that's been a tradition going right back to games like Mega man 2, where 
youhad to first defeat all Eight robot bosses in a row, then dr. wily in 
his flying saucer, then! had to run through a corridor dripping acid to 
fight Dr. Wily in a transformed alien holographic form.


If I had one grype with superliam, it was that the X1 battle really 
could've done with a bit more too it, sinse it was a trifle easy.


Hopefully though this is something which Tom can indeed think about for 
Mota,  and which Philip might considder if he makes any similar games 
to Q9.


beware the grue!

dark.



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Re: [Audyssey] ending bosses in games

2009-12-10 Thread Thomas Ward

Hi Yohandy,
Got any ideas in mind how to make the bosses more interactive in MOTA? 
It is, as you said, too much like run at it and shoot it which often 
isn't challenging at all. The only factor in determining if you beat one 
so far is how much ammo you have.


Yohandy wrote:
I too agree. bosses really need to be more interactive in audiogames. 
not just run straight at it and shoot it. I really like q9 and super 
Liam, but in both games the first thing that came to mind when I got 
to the boss was ok let me try shooting it. and guess what? it worked 
like a charm. we really need a lot more uniqueness to the bosses. I 
think it would've been so awesome if you beat super Liam, and the 
credits rolled as usual. then right in the middle of the credits the 
boss got right back up, laughed and resumed attacking you right when 
you were distracted. except this time he was way harder to beat. that 
would've been so cool.



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Re: [Audyssey] ending bosses in games

2009-12-10 Thread Thomas Ward

Hi dark,
Actually, that feature was in Megaman 1 as well. It appeared quite 
frequently on classic games from the 80's clear up until the present.


dark wrote:

I agree carl.

that's been a tradition going right back to games like Mega man 2, 
where youhad to first defeat all Eight robot bosses in a row, then dr. 
wily in his flying saucer, then! had to run through a corridor 
dripping acid to fight Dr. Wily in a transformed alien holographic form.


If I had one grype with superliam, it was that the X1 battle really 
could've done with a bit more too it, sinse it was a trifle easy.


Hopefully though this is something which Tom can indeed think about 
for Mota,  and which Philip might considder if he makes any 
similar games to Q9.


beware the grue!

dark.



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Re: [Audyssey] ending bosses in games

2009-12-10 Thread Thomas Ward

Hi Karl,
I do think what you have suggested is a very good idea, is quite common 
in video games, but unfortunately I didn't design the Genesis Engine 
with this particular feature in mind. So I'd have to do some reworking 
to implement this ability if I wanted to include it in future game releases.
As far as Mysteries of the Ancients goes I'd have to think about it 
before saying yes or no. The game story line really is a fairly open and 
shut case of where Angela makes it to the Hall of Wisdom where the 
Goddess Athena challenges her to a sword duel for the right to have the 
orb. It isn't the kind of duel where each side is trying to kill each 
other, but more a test of strength, skills, and currage. Athena isn't an 
evil goddess so her challenges tend to be more of skill and wisdom 
rather than a fight to the death. Fights to the deth are more Ares style 
of challenging people, and then again what can you expect from the god 
of war?



Karl Belanger wrote:

Hi all,
With the recent release of q9 and the upcoming release of MOTA, I started 
thinking about the ending bosses in games. In a lot of games for the sighted, 
such as many of the Legend of Zelda games, and the new super Mario brothers for 
WII, the ending boss either has multiple stages or there are multiple bosses 
which you must face one after the other. For example, ine one of the Zelda 
games, after killing the final boss for the first time, you must run out of a 
collapsing castle, where you encounter a transformed, more powerful boss. In 
the recent New Super Mario Brothers WII, after defeating Bowser for the first 
time, he comes back considerably larger, and you must run from him, tempting 
him to shoot fire at you in order to destroy barriers that are blocking your 
path. Eventually, you reach a switch which drops Bowser into lava.
I have not seen any battles like this in any accessible game, and I think a 
game like MOTA is a prime candidate for something like this. Angela could face 
multiple creatures in a row, or have to run through a collapsing level in order 
to reach an exit or another boss.
What are your thoughts?
Karl
  



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Re: [Audyssey] ending bosses in games

2009-12-09 Thread Hayden Presley
Main problem with that is after you get surprised the first time it won't
work aain. Though I'll agree-the only boss I've ever really found
challenging in an audio game so  far is Lord Vecter-in fact, for all the
other games, the bosses are easier than just about anything else.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Wednesday, December 09, 2009 11:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

I too agree. bosses really need to be more interactive in audiogames. not 
just run straight at it and shoot it. I really like q9 and super Liam, but 
in both games the first thing that came to mind when I got to the boss was 
ok let me try shooting it. and guess what? it worked like a charm. we really

need a lot more uniqueness to the bosses. I think it would've been so 
awesome if you beat super Liam, and the credits rolled as usual. then right 
in the middle of the credits the boss got right back up, laughed and resumed

attacking you right when you were distracted. except this time he was way 
harder to beat. that would've been so cool.
- Original Message - 
From: "dark" 
To: "Gamers Discussion list" 
Sent: Wednesday, December 09, 2009 12:06 PM
Subject: Re: [Audyssey] ending bosses in games


>I agree carl.
>
> that's been a tradition going right back to games like Mega man 2, where 
> youhad to first defeat all Eight robot bosses in a row, then dr. wily in 
> his flying saucer, then! had to run through a corridor dripping acid to 
> fight Dr. Wily in a transformed alien holographic form.
>
> If I had one grype with superliam, it was that the X1 battle really 
> could've done with a bit more too it, sinse it was a trifle easy.
>
> Hopefully though this is something which Tom can indeed think about for 
> Mota,  and which Philip might considder if he makes any similar games 
> to Q9.
>
> beware the grue!
>
> dark.
> - Original Message - 
> From: "Karl Belanger" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, December 09, 2009 4:27 PM
> Subject: [Audyssey] ending bosses in games
>
>
>> Hi all,
>> With the recent release of q9 and the upcoming release of MOTA, I started

>> thinking about the ending bosses in games. In a lot of games for the 
>> sighted, such as many of the Legend of Zelda games, and the new super 
>> Mario brothers for WII, the ending boss either has multiple stages or 
>> there are multiple bosses which you must face one after the other. For 
>> example, ine one of the Zelda games, after killing the final boss for the

>> first time, you must run out of a collapsing castle, where you encounter 
>> a transformed, more powerful boss. In the recent New Super Mario Brothers

>> WII, after defeating Bowser for the first time, he comes back 
>> considerably larger, and you must run from him, tempting him to shoot 
>> fire at you in order to destroy barriers that are blocking your path. 
>> Eventually, you reach a switch which drops Bowser into lava.
>> I have not seen any battles like this in any accessible game, and I think

>> a game like MOTA is a prime candidate for something like this. Angela 
>> could face multiple creatures in a row, or have to run through a 
>> collapsing level in order to reach an exit or another boss.
>> What are your thoughts?
>> Karl
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
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>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list,
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>
>
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> list,
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Re: [Audyssey] ending bosses in games

2009-12-09 Thread Yohandy
I too agree. bosses really need to be more interactive in audiogames. not 
just run straight at it and shoot it. I really like q9 and super Liam, but 
in both games the first thing that came to mind when I got to the boss was 
ok let me try shooting it. and guess what? it worked like a charm. we really 
need a lot more uniqueness to the bosses. I think it would've been so 
awesome if you beat super Liam, and the credits rolled as usual. then right 
in the middle of the credits the boss got right back up, laughed and resumed 
attacking you right when you were distracted. except this time he was way 
harder to beat. that would've been so cool.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 09, 2009 12:06 PM
Subject: Re: [Audyssey] ending bosses in games



I agree carl.

that's been a tradition going right back to games like Mega man 2, where 
youhad to first defeat all Eight robot bosses in a row, then dr. wily in 
his flying saucer, then! had to run through a corridor dripping acid to 
fight Dr. Wily in a transformed alien holographic form.


If I had one grype with superliam, it was that the X1 battle really 
could've done with a bit more too it, sinse it was a trifle easy.


Hopefully though this is something which Tom can indeed think about for 
Mota,  and which Philip might considder if he makes any similar games 
to Q9.


beware the grue!

dark.
- Original Message - 
From: "Karl Belanger" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 09, 2009 4:27 PM
Subject: [Audyssey] ending bosses in games



Hi all,
With the recent release of q9 and the upcoming release of MOTA, I started 
thinking about the ending bosses in games. In a lot of games for the 
sighted, such as many of the Legend of Zelda games, and the new super 
Mario brothers for WII, the ending boss either has multiple stages or 
there are multiple bosses which you must face one after the other. For 
example, ine one of the Zelda games, after killing the final boss for the 
first time, you must run out of a collapsing castle, where you encounter 
a transformed, more powerful boss. In the recent New Super Mario Brothers 
WII, after defeating Bowser for the first time, he comes back 
considerably larger, and you must run from him, tempting him to shoot 
fire at you in order to destroy barriers that are blocking your path. 
Eventually, you reach a switch which drops Bowser into lava.
I have not seen any battles like this in any accessible game, and I think 
a game like MOTA is a prime candidate for something like this. Angela 
could face multiple creatures in a row, or have to run through a 
collapsing level in order to reach an exit or another boss.

What are your thoughts?
Karl
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Re: [Audyssey] ending bosses in games

2009-12-09 Thread dark

I agree carl.

that's been a tradition going right back to games like Mega man 2, where 
youhad to first defeat all Eight robot bosses in a row, then dr. wily in his 
flying saucer, then! had to run through a corridor dripping acid to fight 
Dr. Wily in a transformed alien holographic form.


If I had one grype with superliam, it was that the X1 battle really could've 
done with a bit more too it, sinse it was a trifle easy.


Hopefully though this is something which Tom can indeed think about for 
Mota,  and which Philip might considder if he makes any similar games to 
Q9.


beware the grue!

dark.
- Original Message - 
From: "Karl Belanger" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 09, 2009 4:27 PM
Subject: [Audyssey] ending bosses in games



Hi all,
With the recent release of q9 and the upcoming release of MOTA, I started 
thinking about the ending bosses in games. In a lot of games for the 
sighted, such as many of the Legend of Zelda games, and the new super 
Mario brothers for WII, the ending boss either has multiple stages or 
there are multiple bosses which you must face one after the other. For 
example, ine one of the Zelda games, after killing the final boss for the 
first time, you must run out of a collapsing castle, where you encounter a 
transformed, more powerful boss. In the recent New Super Mario Brothers 
WII, after defeating Bowser for the first time, he comes back considerably 
larger, and you must run from him, tempting him to shoot fire at you in 
order to destroy barriers that are blocking your path. Eventually, you 
reach a switch which drops Bowser into lava.
I have not seen any battles like this in any accessible game, and I think 
a game like MOTA is a prime candidate for something like this. Angela 
could face multiple creatures in a row, or have to run through a 
collapsing level in order to reach an exit or another boss.

What are your thoughts?
Karl
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[Audyssey] ending bosses in games

2009-12-09 Thread Karl Belanger
Hi all,
With the recent release of q9 and the upcoming release of MOTA, I started 
thinking about the ending bosses in games. In a lot of games for the sighted, 
such as many of the Legend of Zelda games, and the new super Mario brothers for 
WII, the ending boss either has multiple stages or there are multiple bosses 
which you must face one after the other. For example, ine one of the Zelda 
games, after killing the final boss for the first time, you must run out of a 
collapsing castle, where you encounter a transformed, more powerful boss. In 
the recent New Super Mario Brothers WII, after defeating Bowser for the first 
time, he comes back considerably larger, and you must run from him, tempting 
him to shoot fire at you in order to destroy barriers that are blocking your 
path. Eventually, you reach a switch which drops Bowser into lava.
I have not seen any battles like this in any accessible game, and I think a 
game like MOTA is a prime candidate for something like this. Angela could face 
multiple creatures in a row, or have to run through a collapsing level in order 
to reach an exit or another boss.
What are your thoughts?
Karl
---
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