Hi tom.
Well that is a pest regarding the harpies flight, though on the pluss side
having the ability to include vertical combat elements in a 2D game would be
highly needed in the genesis engine I think if you were planning on creating
games similar to mega man, castlevania etc.
So it might
Hi Ron,
Agreed. There are a number of classic 2d platformers that haven't been
explored before. As for Asteroids that is definitely something on my
todo list. Although, my Asteroids version will be a bit more advanced
than the original.
One reason I say that is now that I have a fully qualified 3
Hi Dark,
Yeah, I know. HOwever, the Harpies are still not working right. I was
hoping ot release MOTA beta 19 today, but that is still one bug
holding the game back. I might disable the vertical combat feature
until I can nail down the bug. Actually, I think I know what is wrong,
and it has more t
s the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Ron Schamerhorn"
To: "Gamers Discussion list"
Sent: Monday, May 23, 2011 6:14 AM
Subject: Re: [Audyssey] the spirit of game
production -Re:bringsbackmemories- Re: Fw: Bli
Well I'd like to say that I think even though it's older, the side scroller
has loads the VI can do with it yet. A couple of the old games would be and
I hope I'm not wrong here would be say Joust, Donkey Kong, QBert,
Mousetrap, Asteroids, [Unfortunately that was happening but the dev died
out
e mag. So we take game x and set up both a developer and then
the end users thoughts?
- Original Message -
From: "Charles Rivard"
To: "Gamers Discussion list"
Sent: Thursday, May 19, 2011 11:07 AM
Subject: Re: [Audyssey] the spirit of game
production -Re:br
May 18, 2011 4:11 PM
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
First off, this is the second time I've written this post so it will
probably be of lower quality this time around. My browser decided to
glitch and I lo
Actually Tom, i rediscovered rick dangerous recently sinse I found an online
version of the original game using flash that I could manage to play, which
is why I thought of the game.
Horribly difficult with the instant death traps, but good fun all the same,
there's a pretty nice artical on wi
Hi Dark,
Hmmm...I never played Rick Dangerous. In fact, had never heard of it
until you mentioned it. That said it does sound like a game I would
have liked.
At any rate you have a point. Without the bouncing skulls there
wouldn't have been a vertical element of attack. I'd have to add some
sort
Hi Tom.
Well my dart suggestion was based parimarily upon game mechanics rather than
implicit trap logic.
The difficulty in avoiding a bouncing skull is that you need to either jump
over it when it is on the ground in front of you, or sneak under it when it
is above your head.
If for audio
Hi Dark,
Right. However, like I said earlier I think a lot of it boils down to
either the developer doesn't know how to add this or that feature, or
they simply haven't experienced it before and thus never thought of
it. I confess the idea of having a dart shoot you while jumping never
occured to
Hi Tom.
I'd personally view analogue jumps as a very! complex feature indeed, where
as say adding something like an extra arrow trap in an otherwise 2D game to
give a vertical danger would seem less so, though i do take the point.
At the same time though, I don't think this is particularly an
Hi Dark,
Maybe, but I do know also that the more complex the game the more
difficult it is to create. Sometimes attempting to add an advanced
concept to the game, if not correctly implamented, will cause the game
to break.
For example, remember back during beta 17 it was you or someone else
who b
Hi Tom.
i agree with respect to blind gamers' experience of what graphical games use
as concepts, sinse obviously if you cannot see all the elements of a game
like mario brothers say, you cannot know how these work mechanically and
thus attempting to create an accessible version will always mi
Hi Charles,
Yeah, that's what I've been thinking. The idea is perfect for another
Tomb Hunter adventure starring Angela Carter, and instead of
completely writing a new back story for the character I simply add to
the one that is there. Plus with MOTA coming along smoothly now that I
have most of
ssion list"
Sent: Friday, May 20, 2011 6:53 PM
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Hi Charles,
At this point the game is nothing more than an idea. However, it
definitely would not be one of those names. :D
Hi Charles,
At this point the game is nothing more than an idea. However, it
definitely would not be one of those names. :D
All I can tell you is the idea will probably be set in South America
and probably deal with some Mayan or Inca ruins instead of Aztec
ruins. The only problem I have with th
omas Ward"
To: "Gamers Discussion list"
Sent: Friday, May 20, 2011 6:32 PM
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Hi Charles,
Smile. Definitely does. Speaking of Montezuma's Revenge I've got
Hi Charles,
Smile. Definitely does. Speaking of Montezuma's Revenge I've got plans
to bring that game back. Well, not Montezuma's Revenge exactly but I
am thinking of a game that is a cross between Montezuma's Revenge and
Pitfall. Anyway, something in that style and genre at least which will
be mo
I spent the first 2 weeks of January on vacation in Florida. I don't remember
how many days into the vacation it was, but I came up with the idea for
Daytona, and programmed it, while I was there on the beach. My guess is that
I've misrepresented the date Rail racer came out, and that's why yo
t: Friday, May 20, 2011 5:31 PM
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Hi Charles,
Floating coin? There were no floating coins in Montezuma's Revenge.
There were floating gems you had to jump up and catch. Som
Hi Dark,
Sure, but then again let's not forget most of our devs aren't trained
professionals at this sort of thing. As a result they only program
what they know how to do, sometimes that is pretty simple from a
gaming point of view, or they themselves don't know any different. I
think as we've sai
Hi Charles,
Floating coin? There were no floating coins in Montezuma's Revenge.
There were floating gems you had to jump up and catch. Some times you
had to swing off a rope to catch one while swinging or jumping to the
floor. That one wasn't too bad as you could get good at listening to
where it
t: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Dark,
I might have given the wrong impression with my last post. I didn't
mean to suggest that the developers Should ignore using existing ideas, I
just meant that it is probably
uzzle.
---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Friday, May 20, 2011 12:32 PM
Subject: Re: [Audyssey] the spirit of game production -
Re:br
Hi tom.
I'm not saying that simplification in audio isn't needed sinse obviously the
amount of information you can display in audio is much smaller, however
there are occasions I feel where a developer has simplified things rather
too much thus leading to a fairly basic left/right sterrio targ
> - Original Message -
> From: "Thomas Ward"
> To: "Gamers Discussion list"
> Sent: Thursday, May 19, 2011 7:57 PM
> Subject: Re: [Audyssey] the spirit of game production -
> Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
>
>
>
Hi Dark,
Yeah, I do see your point. A lot of the arcade games we have were
simplified for practical reasons. With Montezuma's Revenge, for
example, I did simplify things for very practical reasons. The one big
one being its hard to actually convey certain information through an
audio only medium.
As I've said, I do understand that some developers don't care if an idea is
already out there, and I even understand why they feel that way. My earlier
statement was just to let everyone know that I personally don't do thing that
way, and I assume I'm not alone in that way of thinking.
As a go
...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, May 19, 2011 8:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Are Judgment Day, Super Liam, and the betas of MOTA the same? Even though
they
Hi Tom.
Your knolidge of the early arcade games is probably better than mine, sinse
the sort of games I grew up playing in the arcades were things like double
dragon, ninja turtles, mortal combat and street fighter 2.
One issue I have noticed though, is when adapting an arcade game, some
devel
Hi Jeremy.
I personally wasn't thinking markitability at all, in fact such things are
pretty much not my concern usuall.
However, I can think of a fair few examples where similar games have been
created simply by people who wanted to show their superiority in level
design and working with an
: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Are Judgment Day, Super Liam, and the betas of MOTA the same? Even though
they are side scrollers, no. This is why I don't think that the attitude of
not creating a side scroller be
Well I was in new zealand.
I got my first net enabled system in 1995, and my first modem in 1996-1997.
Yes I knew of bbs stuff being round but it was all us based never here.
At 12:18 a.m. 20/05/2011, you wrote:
Hi Shaun,
You forgot, but probably did not dial it up, but in the early
nineties t
ady exists.
---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Thursday, May 19, 2011 7:57 PM
Subject: Re: [Audyssey] the spirit of game production -
Hi Dark,
That's possible. Remember the VI gaming market as a whole hasn't had
much experience with games outside this community and maybe what
his/her friends/family play. This might contribute to the feeling of
well if there is a game like Tarzan Junior set in the jungle then
another side-scrolle
I believe we are looking at the situation from different angles. If I were
simply looking for a marketable game, then I completely agree with you. More
money can be pulled from an an existing game design, as long as you twist the
story and game play enough to be entertaining. I, however, am n
Hi Tom.
You are right about side scrollers.
thinking about this a bit further though, I do wonder if part of the issue
comes from the fact we have! had such a boom in specifically arcade style
games.
IWhile I think Liam did a great job with jd, I think the basic arcade
principle of having a
HI Dark,
Agreed. Think of how many side-scrollers were created between say 1984
and 1994. The original Pitfall and Montezuma's Revenge came out at
roughly the same time, similare game play elements, etc but were
actually quite different when you got down to it. Montezuma's Revenge
was about an exp
the Knights who say...Ni!
- Original Message -
From: "Damien Pendleton"
To: "Gamers Discussion list"
Sent: Thursday, May 19, 2011 12:17 PM
Subject: Re: [Audyssey] the spirit of game production -
Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Hi Thomas,
em Venter"
To: "Gamers Discussion list"
Sent: Thursday, May 19, 2011 5:37 PM
Subject: Re: [Audyssey] the spirit of game
production -Re:bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
Hi Jeremy.
Thanks for the bio. From the quality and number of the games you
produce,
Nice thought charles.
As someone who largely missed the doss days, and much of the early releases
for windows, i'D BE GLAD TO READ IT, INDEED AS RECENTLY HAPPENED WHEN i
ASSUMED ORIGINAL TROOPANUM WAS RELEASED IN 20004, EVEN MY IDEA OF WHAT
HAPPENED WHEN IS SOMETIMES A LITLE WONKY ;D.
b
Hi jeremy.
this really though shows my point, and wwhy I made the initial post.
there is a difference betwene a direct replication of what has gone before
and a similar concept which may be a solid and playable game.
Agreed, if you merely had a game where you needed to form shapes with the
m
Hi Geremy,
Well, as a game developer I think you are putting too much thought
into it. I.E. over thinking the problem. Just because you were
thinking of a game with an Indiana Jones type look and feel to it
doesn't mean it isn't marketable. I, for one, am a huge fan of such
games. Hense why I am c
gt;
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.
> - Original Message -
> From: "Jeremy Kaldobsky"
> To: "Gamers Discussion list"
> Sent: Thursday, May 19, 2011 9:57 AM
> Subject: Re: [Audyss
is the best medicine, so look around, find a dose and take it to
> heart.
> - Original Message -
> From: "Jeremy Kaldobsky"
> To: "Gamers Discussion list"
> Sent: Thursday, May 19, 2011 9:57 AM
> Subject: Re: [Audyssey] the spirit of game
&g
eighth.
---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Jeremy Kaldobsky"
To: "Gamers Discussion list"
Sent: Thursday, May 19, 2011 9:57 AM
Subject: Re: [Audyssey] the spirit of game
production -R
comes from my ideas? Constructive feedback is appreciated.
---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Jeremy Kaldobsky"
To: "Gamers Discussion list"
Sent: Thursday, May 19, 2011 9:42 AM
Subject: Re:
Dark,
I might have given the wrong impression with my last post. I didn't mean
to suggest that the developers Should ignore using existing ideas, I just meant
that it is probably what they are doing nonetheless. As you said, if the
developers adopt that mentality we would have fewer games
Hi Shaun,
You forgot, but probably did not dial it up, but in the early nineties through
at least the mid nineties the place to find accessible games and other
accessible utility programmes etc was the Blink Link BBS in Pittsburgh run by
Willie Wilson. You know that was back when the BBSs we
Hi Jeremy.
while I agree to an extent, this sort of comment also makes me rather
concerned that developers are narrowing their focus too much.
If everything has to stick in that narrow band betwene too different and too
much the same, we'll just see fewer and fewer games.
take the fps genre
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