Hi,

I think a healthy mixture of the 2 would be good.

Personally for me I like a game that has exploration trade and expantion
elements in it all in 1. You could make it like pieces on a board thus
making the game much much bigger. As in hundreds or even thousands of
planets systems etc. or you could do it fps style whereby you are in the
ship or ships commanding.

If you remember the elite days especially frontier elite 2, that had coded
into the game something along the lines of 1000000000 planets with all
different atmosphere's, different types of stations, and very realtime
physics including travel times. This game was made on 2 floppy disks. How
the author got round the physical size of the game data wise and with
limited ram was to make it that the system that you were in was the only 1
active at the time. that's putting it in lamens terms but I don't know much
more than that.

I myself love a big universe to get lost in or to hide in and definitely
plenty of room for expantion and exploration.


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: 20 November 2011 15:46
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

That's actually one of the things I'm considering, either an update of
Anacreon, or possibly a  real-time ship combat system with 3d movements and
actual physics.  

And this brings up an interesting point.  What do people think would be some
good ways to represent 3d tracking of vessels/ missiles and other objects
with a 2d soundscape?  The first idea that came to me comes from the NVDA
mouse-tracking world, where the cursor is represented by tones that pan for
left-right placement and whose pitch increases as you go up the screen.
I've come up with a couple of relatively easy ways of representing that
system mathematically, but what I don't know is would it have the desired
effect of allowing one to track multiple bogies by sound alone.  (I realize
that those of you with hearing difficulties that make localization hard
would have problems with this system and am considering how to provide
alternate means of accessing the information in real time.)

So, given the choice between a high-level, explore and conquer game where
you control an empire, move fleets about and interact with AI-driven enemies
with the possibility of on-line play once I figure out how to do it?  Or
would you prefer a more tactical space-battle game where you command a ship
or a fleet of ships in engagements either with AI-based enemies or later on
line against human opponents, using several weapon types, all while dealing
with zero gravity environments, vector physics and having to switch between
several different control systems?  I think these are the two projects that
appeal to me most of the things I'm considering.

        Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Harris
Sent: Sunday, November 20, 2011 9:53 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Hey jeramy 

Fancy a crack at a space strategy game? 

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 20 November 2011 13:28
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Thank you Jorge, I'm glad you hear you enjoy my games.  :)  I plan to
continue making games, but I think I will try to spend a little more time on
each one so that they become longer.  Of course this does mean fewer overall
titles, but it's worth trying since it seems like what the majority are
asking for.


> Jeremy, i just wanted to tell you:
> please go on with your projects and go on with your own
> style of development.
> In this community the thing the people do best is to
> criticize without presenting any positive ideas.
> Your games are a big fresh air on this community and I
> would love to see you going on with your games.
> People can say that your games are short but some of them
> if they had the same ideas before, they could easily charge
> 30 dollars or more.
> If they say the games are short, why they didn't come up
> with the same ideas before?
> A Fsp multiplayer game only can please the majority of
> players and why noone did that before excepting the
> complicated case of audioquake?
> I understand why some people can be worried about your
> games because in my opinion it's not normal for this
> community that the best audiogame ever produced is still
> railracer which is 5 years old.
> Just my opinions so go on with your games.
> Because of my professional life and my small baby, I don't
> have much time to play but when I have some minutes I 
> enjoy very much your swamp.
> Cheers,
> 
> 
> Jorge Gonçalves
> jopo...@hotmail.com
> Skype: joport3
> Twitter: www.twitter.com/goncalvesjorge
> Webpage: www.jorgegoncalves.com
 

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