Re: [Audyssey] Difficulty, extras and game challenges

2011-10-10 Thread dark

Hi Tom.

Well I was rather pleased to get through the force beams, even though you 
don't get anything for it, but that's really something I enjoy about the 
Mega man games, the fact that there is! so much to do in the games even 
though they are fairly streight forward action platformers.


I think part of the problem, is really lack of judgement. When your dealing 
with a basic boppit style here and react setup, there's not really that much 
you can add, sinse basically the only ways to make boppit harder are too 
speed it up and give you less chances to fail.


Melee vs ranged weapons with different damage potential is one way to go, 
but even then, it'd probably only work if each enemy also had an attack 
range and it was possible for you to dodge their attacks, thus giving more 
advantage to taking them on at a distance out of their range.


This is afterall why so many games like Castlevania or even Micky's castle 
of ilusion on the Mega drive had a close range attack as your main weapon, 
but then had a long range attack that was limited in amo.


Mega man took this even further, by giving you a small gun that only flies 
streight and hits a comparatively narrow area, as compared to other weapons 
with more or less damage potential and different archs of fire.


In fact on the subject of alternate weapons, this is weerdly enough 
something I've not seen much of in audio, sinse most alternate weapons have 
just tended to focus on the damage or wrate of fire rather than where the 
weapon actually flies,  even though Gma tank commander proved pretty 
conclusively that audio weapons with different coverage of area are quite 
doable.


All the more reason to look forward to whatever the next thing with Genesis 
3D is.


Beware the grue!

Dark. 



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Re: [Audyssey] Difficulty, extras and game challenges

2011-10-10 Thread Thomas Ward
Hi Dark,

First, my congratulations on beating Quckman without the time stopper.
I know from firsthand experience that level is a real serious
challenge. I never beat it without the time stopper myself when I had
sight so congratulations on your success.

Second, as for the difficulty issue we've been over that several times
on list. Obviously, I'm making progress in those areas myself with
Mysteries of the Ancients, and do hope to include more of these sorts
of things in future games. Probably even in future updates of the
games like Mysteries of the Ancients as I have time to create a better
design.

I agree with you that just merely setting difficulty settings from
easy to advanced isn't enough. I know in the Genesis 3D engine as it
stands now all doing that does is give the enemies better stats like
faster speed, more hitpoints,perhaps greater attack damage. That's
certainly more challenging, but there is no alternative ways to play
the game or optional weapons that necessarily change the outcome of
any specific level.

Although, like Tomb Raider MOTA does have a wide range of weaponry
that does change the feel of the game depending on what weapon or
weapons you choose to use. An Uzi is certainly  more damaging than a
sword in the long run because you not only have range but a single
burst of fire hits the enemy with five bullets at once. You can rack
up a lot of hitpoints rather quickly from a distance making it a
rather effective weapon. Still, the sword is still the most powerful
weapon because it does a lot of damage as well, but you have to move
in closer and risk taking damage yourself while racking up those
hitpoints. So there is some strategic value there I suppose.

Cheers!

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