Re: [Audyssey] Mota interuptions

2010-05-11 Thread Thomas Ward
Hi Dark,
Oh, that's okay. I do understand where you are coming from.  I didn't
mean to sound quite so irritable yesterday, but sometimes it does get
to be slightly frustrating to recieve several messages in a row on a
particular bug or problem with the game or a product. Especially, when
the changes.txt file is there to tell customers what has been fixed,
and what hasn't been fixed.  If a particular bug isn't in the
changes.txt file than it is safe to say that problem hasnt' yet been
addressed for one reason or another.
Perhaps one way to solve this problem is to ship a shortened todo.txt
file with the game so customers can see what changes are scheduled for
the next release ahead of time. That would save us both duplicating
requests and scheduling in advance. However, as I said though it would
have to be a shortened version of the todo list as there are things in
there I wouldn't necessarily want the public to view such as the
location of a new trap, or some plans for a hidden lever/pressure
switch that should be found by the player. Such hints would give too
many secrets away from the paying customers. Plus I sometimes often
change my todo list midway through development as a bug or problem
crops up during public testing that take spriority over whatever is in
the todo file.
Anyway, it is funny you should mention the pause key. As it turns out
it isn't working in beta 12, and I never noticed as I never use that
command much myself.  So I completely understand how a developer can
overlook something like that. If the developer doesn't use it, doesn't
really need it, it takes someone else to point it out to him/her that
the pause key is not working.  I imagine the same bug was present in
beta 11 as well, but nobody noticed until now. So, yes, we developers
do have a way of overlooking the obvious stuff sometimes.
Just talking to Phil yesterday showed me the proof of that. Here I had
designed a speed attribute into the engine to give each and every
player and enemy a maximum speed, and yet never used it in Mysteries
of the Ancients. I just set all of the enemies default speed to 1
which is pretty slow. It would have made more sense to make the
centaurs and harpies move fairly fast while skeletons and zombies
fairly slow. Sounds obvious now, but in the haste of developing the
game, porting the engine from .Net to C++, etc something that miner
never even entered my mind. Was too much to do than to think about
weather or not this or that enemy should move quickly or slowly.

Cheers!

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Re: [Audyssey] Mota interuptions

2010-05-11 Thread dark
actually i like the idea of having a known bugs list which you could send 
out, sinse that should hopefully hold off a lot of comments of obvious 
things you already know, and hopefully keep thoughts original.


Perhaps listing bugs where property or thing x doesn't work correctly 
rather than a todo list with incert giant rabbit of death boss at end of 
level 2 you could thus avoid spoilers.


As regards comments,  well it is partly my fault. i do try not to read 
threads about betas until I've tried them sinse I like to make up my own 
mind, and if someone posts I find this impossible! it might change my 
thinking (such a thing I'd rather discover on my own).


However I should really have considdered that everyone else would've noticed 
this issue, --- including you.


Beware the Grue!

dark.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 11:17 AM
Subject: Re: [Audyssey] Mota interuptions



Hi Dark,
Oh, that's okay. I do understand where you are coming from.  I didn't
mean to sound quite so irritable yesterday, but sometimes it does get
to be slightly frustrating to recieve several messages in a row on a
particular bug or problem with the game or a product. Especially, when
the changes.txt file is there to tell customers what has been fixed,
and what hasn't been fixed.  If a particular bug isn't in the
changes.txt file than it is safe to say that problem hasnt' yet been
addressed for one reason or another.
Perhaps one way to solve this problem is to ship a shortened todo.txt
file with the game so customers can see what changes are scheduled for
the next release ahead of time. That would save us both duplicating
requests and scheduling in advance. However, as I said though it would
have to be a shortened version of the todo list as there are things in
there I wouldn't necessarily want the public to view such as the
location of a new trap, or some plans for a hidden lever/pressure
switch that should be found by the player. Such hints would give too
many secrets away from the paying customers. Plus I sometimes often
change my todo list midway through development as a bug or problem
crops up during public testing that take spriority over whatever is in
the todo file.
Anyway, it is funny you should mention the pause key. As it turns out
it isn't working in beta 12, and I never noticed as I never use that
command much myself.  So I completely understand how a developer can
overlook something like that. If the developer doesn't use it, doesn't
really need it, it takes someone else to point it out to him/her that
the pause key is not working.  I imagine the same bug was present in
beta 11 as well, but nobody noticed until now. So, yes, we developers
do have a way of overlooking the obvious stuff sometimes.
Just talking to Phil yesterday showed me the proof of that. Here I had
designed a speed attribute into the engine to give each and every
player and enemy a maximum speed, and yet never used it in Mysteries
of the Ancients. I just set all of the enemies default speed to 1
which is pretty slow. It would have made more sense to make the
centaurs and harpies move fairly fast while skeletons and zombies
fairly slow. Sounds obvious now, but in the haste of developing the
game, porting the engine from .Net to C++, etc something that miner
never even entered my mind. Was too much to do than to think about
weather or not this or that enemy should move quickly or slowly.

Cheers!

---
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Re: [Audyssey] Mota interuptions

2010-05-10 Thread Thomas Ward
Hi Dark,
I know. Beleive me I've heard this before way too many times to count
from multiple sources. However, the problems you speak of are not easy
problems to fix. I can not just snap my fingers and they are fixed.
They will take time and research to fix. As those were not critical
bugs I decided to put those on the back burner, so to speak, and
worked on the really critical errors like the sound panning and crash
dialog.  As you know it took me about a month to do what I did, and
there is still a mountain of work to do before this thing is ready. So
please do understand I haven't forgotten to do this. It is just a
manner of trying to figure out what needs fixed first, second, and
third so to speak. If I could fix everything all at once the game
would be ready for sale by now.
For example, most people, not necessarily you, assume I can simply add
a keystroke to make the cutscene go away. Actually, there is one but
it doesn't work. The reason it doesn't work is because the LoadLevel()
function is called by the input thread. Meaning while the level is
loading the keyboard thread is temperarily suspended while the level
loads.  That means no keyboard support at all while our cutscene is
playing. I tried putting it on its own thread but the game crashed big
time. So between crashing or no keyboard support for the moment my
choice was rather obvious for stability reasons. Eventually, I'll fix
it, but hey it takes time and work to try to fix a bug and debug it
properly. However, since everyone is driving me up the wall asking
about the view command and the cutscene I'll  spend this entire week
working on those two problems specifically. Maybe then I won't have to
hear about them any more.

Cheers!


On 5/10/10, dark d...@xgam.org wrote:
 Hi Tom.

 appologies if this has been mentioned already. I've just had chance to try
 mota 12. Very nice,  I deffinately like the fact that the pan bug is
 fixed (it kept getting Dr. Carter frazled in fire pits), and I deffinately
 like smacking harpies to death with a bull whip.

 the player comments are great,  they actually give the good doctor just
 the personality she needs.

 My only miner irritation thus far, is that there is no way either to
 interupt the intro, or the view messages.

 In terms of the intro, it would be nice if I didn't have to read the
 inscription each and every time I pla,  sinse cool though it is, it is a
 bit much the tenth time.

 Also, i would like to see a way of interupting the view messages, sinse if I
 just want view information of the closest object it'd prefer not to have to
 sit through a full description of everything in the room. this is
 particularly true when jumping firepits.

 apart from that, everything seems great thus far,  though i haven't
 quite made it to the 2nd level yet.

 all the best,

 Dark.

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Re: [Audyssey] Mota interuptions

2010-05-10 Thread dark

Appologies Tom.

in truth, I've been traveling 100 miles south to see my parents, changing 
computers, and backing various things up on my external drive, so I've not 
been reading the mota comments thread until i'd actually had time to try the 
game.


This wasn't intended as an imperative you must drop everything else and fix 
this now!rather as a please add this to the bug fix list


I've seen some very compitant developers occasionally forget fairly symple 
things,  which isn't surprising given how complex coding is, which is 
why I point such things out in the first place.


For instance, I've seen games released which totally lack a pause feature. 
This isn't anyone's fault, --- just that in the  rush of adding stuff, 
developers happened to forget.


so  basically, my point is yes, having the interupt work without crashing 
would be good,  eventually!


Actually I'm most pleased that the pan thing is fixed, because this was 
making the previous beta damnably difficult! however sinse you'd already 
mentioned it as a yet unfixed bug, i saw no need to mention it again.


Good luck with the developement. I'm certainly looking forward to seeing 
more levels and enemies,  the  zombies are deffinately fun!


Beware the Grue!

Dark.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 11:53 AM
Subject: Re: [Audyssey] Mota interuptions



Hi Dark,
I know. Beleive me I've heard this before way too many times to count
from multiple sources. However, the problems you speak of are not easy
problems to fix. I can not just snap my fingers and they are fixed.
They will take time and research to fix. As those were not critical
bugs I decided to put those on the back burner, so to speak, and
worked on the really critical errors like the sound panning and crash
dialog.  As you know it took me about a month to do what I did, and
there is still a mountain of work to do before this thing is ready. So
please do understand I haven't forgotten to do this. It is just a
manner of trying to figure out what needs fixed first, second, and
third so to speak. If I could fix everything all at once the game
would be ready for sale by now.
For example, most people, not necessarily you, assume I can simply add
a keystroke to make the cutscene go away. Actually, there is one but
it doesn't work. The reason it doesn't work is because the LoadLevel()
function is called by the input thread. Meaning while the level is
loading the keyboard thread is temperarily suspended while the level
loads.  That means no keyboard support at all while our cutscene is
playing. I tried putting it on its own thread but the game crashed big
time. So between crashing or no keyboard support for the moment my
choice was rather obvious for stability reasons. Eventually, I'll fix
it, but hey it takes time and work to try to fix a bug and debug it
properly. However, since everyone is driving me up the wall asking
about the view command and the cutscene I'll  spend this entire week
working on those two problems specifically. Maybe then I won't have to
hear about them any more.

Cheers!


On 5/10/10, dark d...@xgam.org wrote:

Hi Tom.

appologies if this has been mentioned already. I've just had chance to 
try

mota 12. Very nice,  I deffinately like the fact that the pan bug is
fixed (it kept getting Dr. Carter frazled in fire pits), and I 
deffinately

like smacking harpies to death with a bull whip.

the player comments are great,  they actually give the good doctor 
just

the personality she needs.

My only miner irritation thus far, is that there is no way either to
interupt the intro, or the view messages.

In terms of the intro, it would be nice if I didn't have to read the
inscription each and every time I pla,  sinse cool though it is, it 
is a

bit much the tenth time.

Also, i would like to see a way of interupting the view messages, sinse 
if I
just want view information of the closest object it'd prefer not to have 
to

sit through a full description of everything in the room. this is
particularly true when jumping firepits.

apart from that, everything seems great thus far,  though i haven't
quite made it to the 2nd level yet.

all the best,

Dark.


---
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Re: [Audyssey] Mota interuptions

2010-05-10 Thread Bryan Peterson
The interrupting the speech is definitely on the to-do list but it won't be 
fixed until THomas can figure that out.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, May 10, 2010 4:07 AM
Subject: [Audyssey] Mota interuptions



Hi Tom.

appologies if this has been mentioned already. I've just had chance to try
mota 12. Very nice,  I deffinately like the fact that the pan bug is
fixed (it kept getting Dr. Carter frazled in fire pits), and I deffinately
like smacking harpies to death with a bull whip.

the player comments are great,  they actually give the good doctor 
just

the personality she needs.

My only miner irritation thus far, is that there is no way either to
interupt the intro, or the view messages.

In terms of the intro, it would be nice if I didn't have to read the
inscription each and every time I pla,  sinse cool though it is, it is 
a

bit much the tenth time.

Also, i would like to see a way of interupting the view messages, sinse if 
I
just want view information of the closest object it'd prefer not to have 
to

sit through a full description of everything in the room. this is
particularly true when jumping firepits.

apart from that, everything seems great thus far,  though i haven't
quite made it to the 2nd level yet.

all the best,

Dark.
---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



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All messages are archived and can be searched and read at
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