Hello
I haven't played that game yet, but it sounds very cool what you were
abel to add to the game. I got to check it out.
bfn
James
--------------------------------------------------
From: "Cara Quinn" <caraqu...@caraquinn.com>
Sent: Saturday, May 04, 2013 3:38 PM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the
AncientsConsiderations
Hey there, thank you!
I should ask though, had you ever used the sniper rifle I developed for
Jedi Quake?
I specifically created it so that it did three things to address all of
your points. :)
• it used more ammo than normal
• It enabled long-range sniping
• It required a delay of several seconds to fire a second shot
I too, wanted very much to eliminate the whole stand in one place and hold
down the control key behavior! lol! And yes, I and other players
successfully and routinely tagged players from long distances and
occasionally even got off a second shot too. Many of us could also
dispatch them without them knowing what the heck just happened. ;)
I also added an EM Pulse to Jedi Quake specifically for taking out all
electronic weapons so players would need to only rely on mechanical,
slower-firing weapons or weapons with limited ammo.
Anyway, no worries on your opinions of the gameplay, I just want to get
feedback as your point of view wasn't one I've heard in regard to AQ so
far, that's all.
Yes, sure, by all means write me off-list if you like. I do think this
discussion would be great here though too.
Thanks a bunch and talk soon!…
Smiles,
Cara AKA Frag Doll :)
---
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On May 4, 2013, at 9:48 AM, Clement Chou <chou.clem...@gmail.com> wrote:
The trouble with translating 3d fps games into pure audio is that you are
going to miss a lot of the precision that you can get by visual
observation. I'm not saying audio quake was bad, just not as precise as I
would like it to be. It was a lot of fun, but too often I found myself and
saw other people just holding down the control key while trying to aim
with the arrow keys. It isn't really a design thing, and I think Audio
Quake and road to Rage have tapped into something good. And sniping
doesn't work as complexly in audio shooters as in sighted ones. Sure you
have long range rifles, but I've never been able to snipe from somewhere
far and above my opponent. And I think that aiming could be refined a bit
more as well, so that it isn't just centre your opponent by turning and
then just mashing the fire button. If you watch videos or watch sighted
people playing games like Call of Duty or Counterstrike, the shots don't
come nearly as often... because for one, ammo is scarce... and for
another, there are more precise aiming and or lock on features. Just some
thoughts. Having said that though, I love Audio Quake and Road to Rage...
because they're the closest we've gotten to those types of games. There
are just things that could be taken further is all. We could always
discuss this offlist as well since this is somewhat of a pet interest of
mine too, I'm just not a programmer. lol
----- Original Message ----- From: "Cara Quinn" <caraqu...@caraquinn.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations
HI Clement,
I'm curious why you're saying that Audio Quake was 'too lucky?"
The original (pre-Jedi Quake) version is Quake itself with only the
adaptive features in place to allow VI players to play the game.
Can you clarify your comments a bit for me? I ask as the first-person 3D
genre is obviously a pet interest of mine. ;)
So I'm curious to hear more feedback on how this has worked for other VI
players.
thanks so much!
Smiles,
Cara :)
---
View my Online Portfolio at:
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Follow me on Twitter!
https://twitter.com/ModelCara
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