Re: [Audyssey] about torches - Re: mota demo

2009-02-25 Thread Thomas Ward

Hi Shaun,
That door is the entrance to the game. It is locked primarily because I 
don't want anyone opening it and crashing the game by accident. 
Basically, said door is just there for show.


shaun everiss wrote:

on the subject of locked doors, what is the door at the start of the level1 on 
the left side for it seems locked.
I never tried jumping back up there after I crossed the water to see if it 
would open or not.
Weapons I dig.
the sword, realy cool.
the mp5 the shotgun and the pistol and magnum.
and its realistic to.



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Re: [Audyssey] about torches - Re: mota demo

2009-02-25 Thread Thomas Ward

Hi Ron,
Yeah, the statues are like a door. Once you unlock them, push them out 
of your way, there are rooms and stuff behind them.


rrhopki...@verizon.net wrote:
Hello.  This is Ron.  What do you do with the stone statues, are they 
door ways or something?



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Re: [Audyssey] about torches - Re: mota demo

2009-02-25 Thread Mike Maslo
Thomas:

Leave it as be. This community is back to its own rick. Make the game as you
envisioned it. If people don't like it then they don't like it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Tuesday, February 24, 2009 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] about torches - Re: mota demo

Please don't do this Tom. it'll just remove realism and we definitely don't 
need that. Just make the game as you envisioned it. If you keep having to 
modify features each time a beta comes out, then we'll never move forward
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:33 PM
Subject: Re: [Audyssey] about torches - Re: mota demo


 Hi James,
 Ok, I guess i can meet you part way here. What I can do is leave the enter

 key as is, but add an automatic pickup feature if you happen to get near 
 any item. Does that suit you?



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Phil Vlasak

Hi Charles,
You could use t as a toggle to light and put out the torch with appropriate 
sound effects, and control t to tell how much torch life you have left.


- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 25, 2009 12:04 AM
Subject: [Audyssey] about torches - Re: mota demo



This brings up a thought about torches:  Could a feature be incorporated
into the game that allows the torch to be blown out, the remainder of the
torch being saved for later?  It could be useful, but how realistic would 
it

be?  The cool thing about this feature would be that it is up to your
judgment as to whether you want to do it, as it may fizzle out when you
could really use it, and it might be your only torch.  Now, it has 
fizzled,

and you're S! O! L!!




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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread James Dietz
Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James

On 2/24/09, Phil Vlasak p...@pcsgames.net wrote:
 Hi Charles,
 You could use t as a toggle to light and put out the torch with appropriate
 sound effects, and control t to tell how much torch life you have left.

 - Original Message -
 From: Charles Rivard woofer...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, February 25, 2009 12:04 AM
 Subject: [Audyssey] about torches - Re: mota demo


 This brings up a thought about torches:  Could a feature be incorporated
 into the game that allows the torch to be blown out, the remainder of the
 torch being saved for later?  It could be useful, but how realistic would
 it
 be?  The cool thing about this feature would be that it is up to your
 judgment as to whether you want to do it, as it may fizzle out when you
 could really use it, and it might be your only torch.  Now, it has
 fizzled,
 and you're S! O! L!!



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Charles Rivard
It does fly with me.  I would not be swimming with a drawn weapon, as it 
takes away a hand used for getting me through the water.  A drawn weapon 
takes away the use of that hand for anything other than weapon aiming or 
firing.  Want to climb a rope single handed?  Also, there may be times when 
you do not want to pick up an item.  If they are automatically picked up, 
you're going to have to drop those you didn't want to pick up.  Which is 
more practical and realistic?


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: James Dietz james.j.di...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 7:43 PM
Subject: Re: [Audyssey] about torches - Re: mota demo



Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James

On 2/24/09, Phil Vlasak p...@pcsgames.net wrote:

Hi Charles,
You could use t as a toggle to light and put out the torch with 
appropriate

sound effects, and control t to tell how much torch life you have left.

- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 25, 2009 12:04 AM
Subject: [Audyssey] about torches - Re: mota demo



This brings up a thought about torches:  Could a feature be incorporated
into the game that allows the torch to be blown out, the remainder of 
the
torch being saved for later?  It could be useful, but how realistic 
would

it
be?  The cool thing about this feature would be that it is up to your
judgment as to whether you want to do it, as it may fizzle out when you
could really use it, and it might be your only torch.  Now, it has
fizzled,
and you're S! O! L!!




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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Shadow Dragon
Holstering your weapon to jump over a pit is a little strange, though I like 
the feature for say, climbing ropes. Though, is it dependant on the weapon? 
I'm not sure how much your average shotgun weighs, but just about every 
other weapon you have listed, most of the pistols and such, I would probably 
weigh in at between 3 and 5 pounds, and unless angela is really weak, that 
probably wouldn't be enough to throw her off balance. If the sword is big 
enough, it could, since swords are generally longer than the guns you've got 
in the game and, if big enough, far less balanced. A combat knife definitely 
wouldn't though. Either way I like some of these features. I've seen someone 
on here talk about how the more features there are, the more tedius the game 
is. I have to say I think you might be the only one with that opinion. I'm a 
realism fanatic personally, unless it detracts from either the challenge 
factor or makes the game entirely too hard, which in truth only one feature 
so far does. The game is still fun though, and I'll definitely be looking 
into buying the full release.




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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Thomas Ward

Hi James,
Ok, I guess i can meet you part way here. What I can do is leave the 
enter key as is, but add an automatic pickup feature if you happen to 
get near any item. Does that suit you?


James Dietz wrote:

Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Yohandy
this is precisely why we need complexity. nothing more fun like chasing a 
monster around and having to pick up an item while trying to escape. when 
you play games for the sighted, the player doesn't pick stuff up by 
stepping on them, or automatically holsters weapon. you need to do all this 
stuff manually.



- Original Message - 
From: James Dietz james.j.di...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 10:43 PM
Subject: Re: [Audyssey] about torches - Re: mota demo



Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James




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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Shadow Dragon
Do you mean like, leave the enter key for opening doors and statues and 
such, but make the picking up of items automatic? Just curious. And speaking 
of opening doors, I'm kind of wondering, why is it that you have tu unlock 
some doors and statues manually, but some that use keys open when you walk 
into them as well? Surprise factor maybe?


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, February 24, 2009 9:33 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] about torches - Re: mota demo


Hi James,
Ok, I guess i can meet you part way here. What I can do is leave the enter 
key as is, but add an automatic pickup feature if you happen to get near 
any item. Does that suit you?


James Dietz wrote:

Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread James Dietz
Hey,

It's no big deal to be honest.  I don't wantitems to be picked up
automatically so badly thta I wouldn't consider buying the game if
enter was used.  Besides, this game is closer to being done than ever
before, so just finish the game.  I might branc this out into a more
general discussion about realism vs. fun (which was the original
intention to be honest - you're obviously trying to make a slower game
than I invisioned).

James

On 2/24/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 Ok, I guess i can meet you part way here. What I can do is leave the
 enter key as is, but add an automatic pickup feature if you happen to
 get near any item. Does that suit you?

 James Dietz wrote:
 Guys,

 Having a torch which is constantly running out would give the game a
 sense of urgency - especially if most of the rooms are dark as Tom
 says.  Besides... when would you really think to blow out your torch?
 In my opinion, this is just another feature the game doesn't need to
 be fun (I guess I'm going to have to agree to disagree with Tom about
 enter-to-pick-up-stuff).  Too many keys and featuresto remember result
 in a less fluid and enjoyable experience.  Remember the player is
 going to be jumping around, killing monsters and scooping treasure.
 Are they going to take the time out to remember to blow out their
 torch (or hit enter to pick up an item, holster their weapon to jump
 over a pit)?  Keeping track of such boring figures isn't exciting,
 it's tedius.  The realism (or ... unrealism for this feature I
 suppose) argument doesn't fly with me.

 James


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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Kellie and my lovable Lady J.
and see to me, remembering to blow out your torch makes the game more 
realistic and makes you really consider what you are doing and making it a 
challenge. In the muds I play it is an element that has to be thought about. 
Your light source can run out. heh but that is just me. I like the challenge 
of it. Sure I will forget sometimes to blow it out, but that will teach me 
for next time. smiles

Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 8:33 PM
Subject: Re: [Audyssey] about torches - Re: mota demo



Hi James,
Ok, I guess i can meet you part way here. What I can do is leave the enter 
key as is, but add an automatic pickup feature if you happen to get near 
any item. Does that suit you?


James Dietz wrote:

Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Yohandy
what you guys don't seem to realize is the fact that when the full game is 
released, there will obviously be plenty of torches to pick up as needed. if 
you can blow them out, then the game will become way too easy which is what 
Thomas is trying to prevent.



- Original Message - 
From: Kellie and my lovable Lady J. pebbles...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:39 PM
Subject: Re: [Audyssey] about torches - Re: mota demo


and see to me, remembering to blow out your torch makes the game more 
realistic and makes you really consider what you are doing and making it a 
challenge. In the muds I play it is an element that has to be thought 
about. Your light source can run out. heh but that is just me. I like the 
challenge of it. Sure I will forget sometimes to blow it out, but that 
will teach me for next time. smiles

Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 8:33 PM
Subject: Re: [Audyssey] about torches - Re: mota demo



Hi James,
Ok, I guess i can meet you part way here. What I can do is leave the 
enter key as is, but add an automatic pickup feature if you happen to get 
near any item. Does that suit you?


James Dietz wrote:

Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Yohandy
Please don't do this Tom. it'll just remove realism and we definitely don't 
need that. Just make the game as you envisioned it. If you keep having to 
modify features each time a beta comes out, then we'll never move forward
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:33 PM
Subject: Re: [Audyssey] about torches - Re: mota demo



Hi James,
Ok, I guess i can meet you part way here. What I can do is leave the enter 
key as is, but add an automatic pickup feature if you happen to get near 
any item. Does that suit you?





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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Ryan Strunk
If any of you played the old Blackthorne, you'll remember that you had to
holster your pistol in order to do any climbing or leaping. This added an
element of strategy to things, especially because something fun might be
waiting for you on the other side of a gap or just above you on a ledge. I
see no problem with having to holster weapons in order to jump.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shadow Dragon
Sent: Tuesday, February 24, 2009 10:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] about torches - Re: mota demo

Holstering your weapon to jump over a pit is a little strange, though I like

the feature for say, climbing ropes. Though, is it dependant on the weapon? 
I'm not sure how much your average shotgun weighs, but just about every 
other weapon you have listed, most of the pistols and such, I would probably

weigh in at between 3 and 5 pounds, and unless angela is really weak, that 
probably wouldn't be enough to throw her off balance. If the sword is big 
enough, it could, since swords are generally longer than the guns you've got

in the game and, if big enough, far less balanced. A combat knife definitely

wouldn't though. Either way I like some of these features. I've seen someone

on here talk about how the more features there are, the more tedius the game

is. I have to say I think you might be the only one with that opinion. I'm a

realism fanatic personally, unless it detracts from either the challenge 
factor or makes the game entirely too hard, which in truth only one feature 
so far does. The game is still fun though, and I'll definitely be looking 
into buying the full release.
 


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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Thomas Ward

Hi Yohandy,
Well said. I think, just possibly, our friend James doesn't own some 
cool PS2 games. I have the Tomb Raider series of games, at least most of 
them, and you definitely have to draw and holster weapons, pick up items 
manually, and so on. This is exactly the kinds of things that are 
missing in the blind gaming market, and far too many are getting set in 
their ways not having had the opportunity to play mainstream games and 
get use to this or that way of doing things. I'm trying to breath some 
new innovations into the accessible game market.

Smile.

Yohandy wrote:
this is precisely why we need complexity. nothing more fun like chasing 
a monster around and having to pick up an item while trying to escape. 
when you play games for the sighted, the player doesn't pick stuff 
up by stepping on them, or automatically holsters weapon. you need to do 
all this stuff manually.



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Thomas Ward

Hi Yohandy,
As James himself said not to I have scratched the idea. Besides that is 
a lot of work to satisfy one persons personal interests. Genesis uses a 
completely different way of locating items than Montezuma's Revenge, and 
I don't exactly want to put the old style of finding items in the engine 
myself.

Smile.

Yohandy wrote:
Please don't do this Tom. it'll just remove realism and we definitely 
don't need that. Just make the game as you envisioned it. If you keep 
having to modify features each time a beta comes out, then we'll never 
move forward



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Ron Schamerhorn
I'd not say slow but maybe more realism.  I see nothing wrong withhaving to 
pick the items up as you go.  Adds some challenge to the game.  Sure there 
are times I enjoy something quite easy but I think MOTA is terrific!
- Original Message - 
From: James Dietz james.j.di...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:38 PM
Subject: Re: [Audyssey] about torches - Re: mota demo


Hey,

It's no big deal to be honest.  I don't wantitems to be picked up
automatically so badly thta I wouldn't consider buying the game if
enter was used.  Besides, this game is closer to being done than ever
before, so just finish the game.  I might branc this out into a more
general discussion about realism vs. fun (which was the original
intention to be honest - you're obviously trying to make a slower game
than I invisioned).

James

On 2/24/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 Ok, I guess i can meet you part way here. What I can do is leave the
 enter key as is, but add an automatic pickup feature if you happen to
 get near any item. Does that suit you?

 James Dietz wrote:
 Guys,

 Having a torch which is constantly running out would give the game a
 sense of urgency - especially if most of the rooms are dark as Tom
 says.  Besides... when would you really think to blow out your torch?
 In my opinion, this is just another feature the game doesn't need to
 be fun (I guess I'm going to have to agree to disagree with Tom about
 enter-to-pick-up-stuff).  Too many keys and featuresto remember result
 in a less fluid and enjoyable experience.  Remember the player is
 going to be jumping around, killing monsters and scooping treasure.
 Are they going to take the time out to remember to blow out their
 torch (or hit enter to pick up an item, holster their weapon to jump
 over a pit)?  Keeping track of such boring figures isn't exciting,
 it's tedius.  The realism (or ... unrealism for this feature I
 suppose) argument doesn't fly with me.

 James


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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Thomas Ward

Hi,
I don't know. Just thought some areas should be locked and a little 
harder to get into than others.


Shadow Dragon wrote:
Do you mean like, leave the enter key for opening doors and statues and 
such, but make the picking up of items automatic? Just curious. And 
speaking of opening doors, I'm kind of wondering, why is it that you 
have tu unlock some doors and statues manually, but some that use keys 
open when you walk into them as well? Surprise factor maybe?



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread James Dietz
It's a matter of what type of game is being made.  If we're talking
fast arcade action, I'd think that most challenge should come from
clever level design rather than the player remembering to change some
setting or other.  The original alchemy monty (when it wasn't
crashing) ran at a much faster pace than anything I've seen from
Thomas Ward.  You guys are talking about a slower fps game.  Though
you mentioned this was based off of Tomb Raidor, I guess I'm still
clinging onto the idea of an arcade-style platformer.  It has nothing
to do wtih mainstream or blindne - plenty of games have players
pick up items by stepping on them - doom and metal slug (pretty sure
about the second one anyway) are two examples.  It sounds like you're
looking to keep up with modern trends towards realism in games.
That's obviously a whole other can of worms, which I might break open
in a fresh new thread.  In the mean time, if the game's fun I won't
complain.  I don't care if a game complies to standards set by our
mainstream peers - for me to like it it has to be fun.  Just to make
it clear: I'm just saying that I have a different preference when it
comes to 2d games (like the o/g monty).  I'm a big fan of FPS', and
that sounds more like your cup of tea tom as it allows for more
realism without sacrificing fun, so I can't wait to see what you come
up with in that area.

On 2/25/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Yohandy,
 Well said. I think, just possibly, our friend James doesn't own some
 cool PS2 games. I have the Tomb Raider series of games, at least most of
 them, and you definitely have to draw and holster weapons, pick up items
 manually, and so on. This is exactly the kinds of things that are
 missing in the blind gaming market, and far too many are getting set in
 their ways not having had the opportunity to play mainstream games and
 get use to this or that way of doing things. I'm trying to breath some
 new innovations into the accessible game market.
 Smile.

 Yohandy wrote:
 this is precisely why we need complexity. nothing more fun like chasing
 a monster around and having to pick up an item while trying to escape.
 when you play games for the sighted, the player doesn't pick stuff
 up by stepping on them, or automatically holsters weapon. you need to do
 all this stuff manually.


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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread shaun everiss
on the subject of locked doors, what is the door at the start of the level1 on 
the left side for it seems locked.
I never tried jumping back up there after I crossed the water to see if it 
would open or not.
Weapons I dig.
the sword, realy cool.
the mp5 the shotgun and the pistol and magnum.
and its realistic to.
At 06:16 p.m. 25/02/2009, you wrote:
Hi,
I don't know. Just thought some areas should be locked and a little harder to 
get into than others.

Shadow Dragon wrote:
Do you mean like, leave the enter key for opening doors and statues and such, 
but make the picking up of items automatic? Just curious. And speaking of 
opening doors, I'm kind of wondering, why is it that you have tu unlock some 
doors and statues manually, but some that use keys open when you walk into 
them as well? Surprise factor maybe?


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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Shadow Dragon
It's the door you came into the temple with. And you actually can't get back 
there once you've dropped into the water, there's no way back up to the 
ledge there. Which kind of amuses me since that would by all rights mean she 
just took the final plunge and stranded herself in the temple.


--
From: shaun everiss shau...@xtra.co.nz
Sent: Tuesday, February 24, 2009 11:28 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] about torches - Re: mota demo

on the subject of locked doors, what is the door at the start of the 
level1 on the left side for it seems locked.
I never tried jumping back up there after I crossed the water to see if it 
would open or not.

Weapons I dig.
the sword, realy cool.
the mp5 the shotgun and the pistol and magnum.
and its realistic to.
At 06:16 p.m. 25/02/2009, you wrote:

Hi,
I don't know. Just thought some areas should be locked and a little harder 
to get into than others.


Shadow Dragon wrote:
Do you mean like, leave the enter key for opening doors and statues and 
such, but make the picking up of items automatic? Just curious. And 
speaking of opening doors, I'm kind of wondering, why is it that you have 
tu unlock some doors and statues manually, but some that use keys open 
when you walk into them as well? Surprise factor maybe?



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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread rrhopkins2
Hello.  This is Ron.  What do you do with the stone statues, are they door 
ways or something?
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 25, 2009 12:04 AM
Subject: [Audyssey] about torches - Re: mota demo


This brings up a thought about torches:  Could a feature be incorporated 
into the game that allows the torch to be blown out, the remainder of the 
torch being saved for later?  It could be useful, but how realistic would 
it be?  The cool thing about this feature would be that it is up to your 
judgment as to whether you want to do it, as it may fizzle out when you 
could really use it, and it might be your only torch.  Now, it has 
fizzled, and you're S! O! L!!


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:16 PM
Subject: Re: [Audyssey] mota demo


Like it the way it is. Although... here's a bit of a cheating method for 
all the players...

s
p
o
i
l
e
r
s
p
a
c
e

When in the flooded area, if you swim to a bank and then light the torch, 
then reenter the water, the torch will remain lit.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:07 PM
Subject: Re: [Audyssey] mota demo



Hi Phil,

Phil Said:
When you start the game you should have a torch burning.

Tom Asks:
Why? There is one right there not more than three feet away from you. 
You can easily grab that one light it, and continue on your way. Just 
feels a little like overkill to me to have a torch burning when you 
start.


Phil Said:
When you pick up a torch in your inventory is should be out and hitting 
enter would

light it.

Tom Says:
I am assuming here you mean when you select it from the inventory list? 
I suppose we could do that, but I had reasons for not doing it that way. 
For example, suppose you have a torch when crossing the flooded room. 
You wouldn't want it to go out when coming in contact with the water. In 
that case you might want to keep it ready, but not light it until you 
climb out onto the far bank.At wich point start up the torch.


Phil Asked:
Do torches have a time limit?

Tom Says:
Yes, they do. Depending on your experience level the time limit will be 
longer or shorter.


Phil Said:
If they do the w key should say torch burning.

Tom Says:
Ok...Well, it does say torch when you are holding one, but I didn't see 
any need to add if it is burning or not, but I suppose I can.


Phil Said:
If and when the torch goes out it should make a fizzle sound and w would 
say  torch

burnt out.

Tom Says:
Torches do fizzle when they burn out or come into contact with water.
Smile.


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Re: [Audyssey] about torches - Re: mota demo

2009-02-24 Thread Thomas Ward

Hi James,

James Said:
It's a matter of what type of game is being made.  If we're talking
fast arcade action, I'd think that most challenge should come from
clever level design rather than the player remembering to change some
setting or other.  The original alchemy monty (when it wasn't
crashing) ran at a much faster pace than anything I've seen from
Thomas Ward.  You guys are talking about a slower fps game.

Tom Says:
True, but as I think you have figured out Montezuma's Revenge was 
designed to be strictly an arcade game and Mysteries of the Ancients was 
not. Mysteries of the Ancients uses a modified Genesis 3D Engine which 
means it retains most of the FPS elements of my Genesis Engine. In fact, 
if it had not been for pre-paid Montezuma's Revenge buyers I wouldn't 
have made this game into a side-scroller at all. The arcade features 
were added to the engine specifically for this game. Plus since I got 
sacked for making a Montezuma's Revenge style clone a year back I wanted 
to stay clear of anything like it this time round.


James Said:
you mentioned this was based off of Tomb Raidor, I guess I'm still
clinging onto the idea of an arcade-style platformer.

Tom Says:
Sorry to disappoint but more classic arcade games really isn't in my 
vision for USA Games. I guess I have lived that life, played arcade 
games all through my childhood, and want to get beyond all that.
Yes, I did like Montezuma's Revenge as a kid , and I did take that 
project over hoping to see it get completed. I would have completed it 
if not for a potential law suit telling me to stop production. In fact, 
the level layouts of my Montezuma's Revenge were closer to the original 
than were James North's.

James Said:
I'm a big fan of FPS', and
that sounds more like your cup of tea tom as it allows for more
realism without sacrificing fun, so I can't wait to see what you come
up with in that area.

Tom Says:
Well, my Genesis Engine was designed specifically for the FPS style 
format and that is why Mysteries of the Ancients works the way it does. 
It is basically the melding of two different styles of games and 
formats. Plus you might remember there were a lot of complaints about 
Montezuma's Revenge being boring, not random enough, not enough replay 
value, not realistic enough, etc. It all comes down to numbers and more 
people were requesting a more advanced game than the one that was available.




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