Re: [Audyssey] why i build the games the way I do

2016-04-26 Thread goshawk on horseback
nice one, am looking forward to it. Simon - Original Message - From: "Marty Schultz" <ma...@kidfriendlysoftware.com> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Tuesday, April 26, 2016 5:26 PM Subject: Re: [Audyssey] why i build the games

Re: [Audyssey] why i build the games the way I do

2016-04-26 Thread goshawk on horseback
I for one, really like this idea! Simon - Original Message - From: "Phil Vlasak" <phi...@bex.net> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Tuesday, April 26, 2016 4:51 PM Subject: Re: [Audyssey] why i build the games the way I do M

Re: [Audyssey] why i build the games the way I do

2016-04-26 Thread Marty Schultz
Great idea. I am also adding sailing trip, with ripped sails,broken rudder, waves, etc. On 4/26/2016 11:51 AM, Phil Vlasak wrote: Marty, You could take one of your existing card games and alter the meaning of the cards. You could turn Blindfold Road Trip to Pirate treasure hunt. You're

Re: [Audyssey] why i build the games the way I do

2016-04-26 Thread Phil Vlasak
Marty, You could take one of your existing card games and alter the meaning of the cards. You could turn Blindfold Road Trip to Pirate treasure hunt. You're on a pirate ship sailing from island to island digging up treasure. Instead of calling them distance cards: call them gold pieces the

Re: [Audyssey] why i build the games the way I do

2016-04-20 Thread dark
Hi Ken. Magic the gathering is a ccg, not an rpg. That is, it's a collectable card game, albeit one with a fantasy theme (other ccgs exist for everyting from pokemon, to wwwe wrestling, to harry potter). Ccgs work as effectively two or more player battle games. players collect cards

Re: [Audyssey] why i build the games the way I do

2016-04-20 Thread Ken Downey
Yes he could have, and I wish for his sake that he would have. - Original Message - From: "dark" <d...@xgam.org> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Monday, April 18, 2016 11:07 AM Subject: Re: [Audyssey] why i build the games the way

Re: [Audyssey] why i build the games the way I do

2016-04-20 Thread Ken Downey
What about magic the gathering? - Original Message - From: "Marty Schultz" <ma...@kidfriendlysoftware.com> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Monday, April 18, 2016 5:07 PM Subject: Re: [Audyssey] why i build the games the way I d

Re: [Audyssey] why i build the games the way I do

2016-04-20 Thread Ken Downey
It helps for sure! - Original Message - From: "goshawk on horseback" <goshawk_on_horseb...@fastmail.co.uk> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Monday, April 18, 2016 11:15 PM Subject: Re: [Audyssey] why i build the gam

Re: [Audyssey] why i build the games the way I do

2016-04-19 Thread dark
y.org> Sent: Monday, April 18, 2016 11:07 PM Subject: Re: [Audyssey] why i build the games the way I do I would attempt an RPG based around a card game, if someone could point me to one. More often than not, I search for either programming code for an existing game, or for extremely detaile

Re: [Audyssey] why i build the games the way I do

2016-04-19 Thread dark
Hi Jeremy. I agree the wastes took randomness a bit far, and some sort of scaled approach might work, but there are examples of games that got it right, Angband, despite being a roguelike is one of them. I do think Fallthru was a good example, because while the challenges were the same the

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread goshawk on horseback
April 14, 2016 12:56 PM Subject: Re: [Audyssey] why i build the games the way I do Why would you need soundscapes and voice acting? A dark room is text, and does just fine. Touchmint’s games are mostly text, and do mostly fine as well. Nano empire is wonderful, and is text also. I’m saying that

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Jeremy Brown
As to rpg's and replayability, I want to take issue with at least two of your examples Dark. Fallthru was replayable, but the essential shape of the game stayed the same. Once you beat it, the general plan to beat it was the same. Some locations moved a little, but the general challenges were

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Marty Schultz
I would attempt an RPG based around a card game, if someone could point me to one. More often than not, I search for either programming code for an existing game, or for extremely detailed instructions, and then rewrite the entire thing for the iphone. --- Gamers mailing list __

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread dark
Hi Michael. I actually see a text, or at least text and audio rpg as a much more possible thing and probably good for a developer because of the possible expantions and such available, I also think it would be very good for development of audiogames in general because as I said, I do get a

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Michael Feir
Hi Dark. Excellent points there. You and I agree in most respects. One can indeed create great games without needing to incurr vast expense. I think there's a very real game between what's possible with one or two individuals to create and make accessible versus the expectations. As blind

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread dark
..@fidnet.com> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Monday, April 18, 2016 5:21 PM Subject: Re: [Audyssey] why i build the games the way I do To my way of thinking, the more platforms a game is available on, the better. I'm not sure where you're coming up with t

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread dark
Hi Michael. I disagree on costs there. You can use mostly text for the interface with some sound effects, and use the mechanics of the game to create replay. Look at the way dos rpgs did it, games like fallthru, and more recently a dark room, not to mention the wastes, heck the wastes random

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Bryan Peterson
ou're finished, you! really! are! finished!! > -Original Message- From: dark > Sent: Monday, April 18, 2016 11:04 AM > To: Gamers Discussion list > Subject: Re: [Audyssey] why i build the games the way I do > > I agree. > > Alsoo as I said, building an rpg doesn't tak

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Charles Rivard
isn't such a bad idea, seeing as this is what you want. If you think you're finished, you! really! are! finished!! -Original Message- From: dark Sent: Monday, April 18, 2016 11:04 AM To: Gamers Discussion list Subject: Re: [Audyssey] why i build the games the way I do I agree. Alsoo

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread john
amers Discussion list" <gamers@audyssey.org> Subject: Re: [Audyssey] why i build the games the way I do Actually Kennith, Swamp wasn't in development that long. From the initial very simple offline version to the first multiplayer server took roughly two months, and in four everything was u

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Michael Feir
>> >> -Original Message- >> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy >> Brown >> Sent: 13 April 2016 18:36 >> To: gamers >> Subject: Re: [Audyssey] why i build the games the way I do >> >> In response to Marty's

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread dark
amers Discussion list" <gamers@audyssey.org> Sent: Monday, April 18, 2016 4:58 PM Subject: Re: [Audyssey] why i build the games the way I do Yes, but think about how many years Swauk was in development… And it was a free game… For a long time anyway, until stupid hackers started messing eve

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread dark
I agree. Alsoo as I said, building an rpg doesn't take as long as you would think, heck most of the mechanics as I've said are basic dice ones. I also suspect an rpg would necessarily sell more copies sinse it is a type of game not available elsewherein the community, while we have a huge

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Kenneth Downey
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Brown >> Sent: 13 April 2016 18:36 >> To: gamers >> Subject: Re: [Audyssey] why i build the games the way I do >> >> In response to Marty's post, I know that this is exactly the sort of >> sit

Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Devin Prater
is? > Now have something like that on the iPhone and that would be awesome. > > -Original Message- > From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Brown > Sent: 13 April 2016 18:36 > To: gamers > Subject: Re: [Audyssey] why i build the games th

Re: [Audyssey] why i build the games the way I do

2016-04-13 Thread Darren Harris
Brown Sent: 13 April 2016 18:36 To: gamers Subject: Re: [Audyssey] why i build the games the way I do In response to Marty's post, I know that this is exactly the sort of situation we have with Valiant Galaxy Associates. Our company consists of two people. We began with a large project that took 3

Re: [Audyssey] why i build the games the way I do

2016-04-13 Thread Justin Jones
Torchlight would like a word with you, vis-a-vis complex games released for cheap. On 4/13/16, Jeremy Brown wrote: > In response to Marty's post, I know that this is exactly the sort of > situation we have with Valiant Galaxy Associates. Our company > consists of two people.

Re: [Audyssey] why i build the games the way I do

2016-04-13 Thread Jeremy Brown
In response to Marty's post, I know that this is exactly the sort of situation we have with Valiant Galaxy Associates. Our company consists of two people. We began with a large project that took 3 years to get to commercial release and which is due to have an update relatively soon in our