Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
I seem to remember that in some of the older Monte Betas there were lava 
pits that required several jumps to clear.

We are the Knights who say...Ni!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:35 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



the problem is charles, that where as in real life manholes aren't all the 
same size, thus meaning you need to concentrate on using your cane to get 
aorund them, in mota, all traps are precisely one jump long and as I said, 
one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for angela to 
jump then perhaps all traps should indeed have edges, sinse the challenge 
then would indeed be gaging how far to go, however sinse the jump is a 
single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself than 
here feeling around traps with the toes of her boots to find the edge 
precisely.


Remember, though the game's interface is audio, it is not intended to 
portray a blind person in a sound only environment.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, 
at

least that's what i think. or designing a different method to indicate
it.



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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Clement Chou
My question to that is, though I agree, is how would we have jumped 
several times... because you would've had to land and push off again, 
and in lava... well, the only thing to push off is boiling rock.


At 07:01 AM 04/11/2010, you wrote:
I seem to remember that in some of the older Monte Betas there were 
lava pits that required several jumps to clear.

We are the Knights who say...Ni!
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:35 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



the problem is charles, that where as in real life manholes aren't 
all the same size, thus meaning you need to concentrate on using 
your cane to get aorund them, in mota, all traps are precisely one 
jump long and as I said, one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for 
angela to jump then perhaps all traps should indeed have edges, 
sinse the challenge then would indeed be gaging how far to go, 
however sinse the jump is a single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself 
than here feeling around traps with the toes of her boots to find 
the edge precisely.


Remember, though the game's interface is audio, it is not intended 
to portray a blind person in a sound only environment.


Beware the Grue!

Dark.
- Original Message - From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people 
can see a trap, shouldn't a blind person be able to hear 
it?  Thinking of it another way, it would be like a blind person 
walking down the street without a cane or a dog guide to let them 
know that there is an open manhole in front of them.  Even if they 
know that it is at a specific intersection that they must cross, 
they should still be able to feel it with their feet before 
falling into it so that they can go around it safely.  This is my 
take on whether or not there should be an indication of a trap.


---
Shepherds are the best beasts!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side scroller? 
-Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.


---
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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi Clement,
In Monte there were ledges hanging out above the middle of the lava
pits you could jump onto and then use them to jump safely to the next
ledge etc. They weren't exactly in the lava, but hanging out above the
lava. Make sense?

Cheers!

On 11/4/10, Clement Chou chou.clem...@gmail.com wrote:
 My question to that is, though I agree, is how would we have jumped
 several times... because you would've had to land and push off again,
 and in lava... well, the only thing to push off is boiling rock.

---
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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
Well there were little ledges you could land on but that was it. I think 
they were too close together for it to really be considered multiple pits.

We are the Knights who say...Ni!
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:04 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



My question to that is, though I agree, is how would we have jumped 
several times... because you would've had to land and push off again, and 
in lava... well, the only thing to push off is boiling rock.


At 07:01 AM 04/11/2010, you wrote:
I seem to remember that in some of the older Monte Betas there were lava 
pits that required several jumps to clear.

We are the Knights who say...Ni!
- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:35 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



the problem is charles, that where as in real life manholes aren't all 
the same size, thus meaning you need to concentrate on using your cane to 
get aorund them, in mota, all traps are precisely one jump long and as I 
said, one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for angela to 
jump then perhaps all traps should indeed have edges, sinse the challenge 
then would indeed be gaging how far to go, however sinse the jump is a 
single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself than 
here feeling around traps with the toes of her boots to find the edge 
precisely.


Remember, though the game's interface is audio, it is not intended to 
portray a blind person in a sound only environment.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can 
see a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


---
Shepherds are the best beasts!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if 
you're

going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, 
at

least that's what i think. or designing a different method to indicate
it.


---
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gamers

Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
I wonder if a good compromise would be to eliminate the warnings on the 
highest difficulty and leave them in the lower ones?  Thoughts, Thomas?


---
Shepherds are the best beasts!
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:58 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



Funny you sould mention that Charles, since i actually worked with a 
Mobility instructor who did believe that the cane was almost totally 
unnecessary. His view was that the cane only counts for about 10 percent 
of the feedback you get while travelling and so it really wasn't 
necessary. I need hardly point out that the one time he had me try to 
cross a street without the cane in my hand (he's just lucky it wasn't a 
busy one), I nearly had a heart attack. So I can definitely see your point 
and feel that at least on the easier difficulty levels the warnings should 
still be there.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, 
at

least that's what i think. or designing a different method to indicate
it.



---
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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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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi charles,
Unfortunately, to do that I'd have to redraw multiple versions of the
same level. Not hard to do, but requires extra work of course.


On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 I wonder if a good compromise would be to eliminate the warnings on the
 highest difficulty and leave them in the lower ones?  Thoughts, Thomas?

 ---
 Shepherds are the best beasts!

---
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Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.

2010-11-04 Thread shaun everiss

I actually like the trap warnings.
they add to atmosphere in the game.
At 04:42 a.m. 5/11/2010, you wrote:
I wonder if a good compromise would be to eliminate the warnings on 
the highest difficulty and leave them in the lower ones?  Thoughts, Thomas?


---
Shepherds are the best beasts!
- Original Message - From: Bryan Peterson 
bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:58 AM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller?-Re:Q9version 1.2.



Funny you sould mention that Charles, since i actually worked with 
a Mobility instructor who did believe that the cane was almost 
totally unnecessary. His view was that the cane only counts for 
about 10 percent of the feedback you get while travelling and so it 
really wasn't necessary. I need hardly point out that the one time 
he had me try to cross a street without the cane in my hand (he's 
just lucky it wasn't a busy one), I nearly had a heart attack. So I 
can definitely see your point and feel that at least on the easier 
difficulty levels the warnings should still be there.

We are the Knights who say...Ni!
- Original Message - From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people 
can see a trap, shouldn't a blind person be able to hear 
it?  Thinking of it another way, it would be like a blind person 
walking down the street without a cane or a dog guide to let them 
know that there is an open manhole in front of them.  Even if they 
know that it is at a specific intersection that they must cross, 
they should still be able to feel it with their feet before 
falling into it so that they can go around it safely.  This is my 
take on whether or not there should be an indication of a trap.


---
Shepherds are the best beasts!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side scroller? 
-Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.


---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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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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Re: [Audyssey] game difficulties was best sidescroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard

Ah, cool!  Got him thinkin'.  He he he.

---
Shepherds are the best beasts!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, November 04, 2010 7:35 PM
Subject: Re: [Audyssey] game difficulties was best 
sidescroller? -Re:Q9version 1.2.




Hi Charles,
2000 pounds? Try 3 thousand...1000 for working out exactly what you just
said.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, November 04, 2010 10:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was best side scroller?
-Re:Q9version 1.2.

It does.  Rewriting the game with those variables would probably be 2,000
pounds of extra work, too.  But I do think that there should be a clear
indication of a trap's threshold.  Maybe traps can be set so that there is 
a


space between a couple of them if they are in succession, as the fire pits
currently are, and the longer you hold the right arrow, or the more times
you tap it, the farther you jump.  Now, there is a threshold at the edge 
of

each, but if you jump too far, you land in the second one, so you have to
know how far to jump.  Then again, a healthy adventurer can jump farther
than one in fair, good, or poor health, so those potions can gain value.
And, although sheathed or holstered, weapons do add weight, which would
affect distance.  Possibly, more than one weapon of the same type could be
in the game, and you might find one if you have to drop weapons on the 
near

side of a jumpable obstruction?  Hmm.  Another 2,000 pounds or so of work
for the developer, delaying the game's journey to market.

---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:05 AM
Subject: Re: [Audyssey] game difficulties was best side
scroller? -Re:Q9version 1.2.



Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
This may be true, but I think the key here is that sighted people can 
see



a
trap, shouldn't a blind person be able to hear it?  Thinking of it
another
way, it would be like a blind person walking down the street without a
cane
or a dog guide to let them know that there is an open manhole in front 
of

them.  Even if they know that it is at a specific intersection that they
must cross, they should still be able to feel it with their feet before
falling into it so that they can go around it safely.  This is my take 
on

whether or not there should be an indication of a trap.

---
Shepherds are the best beasts!


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