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
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
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
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
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
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
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
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
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
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
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
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
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 __
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
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
..@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
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
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
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
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
>>
>> -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
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
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
> 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
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
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
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.
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
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