Personally, I feel that if it can be done without too much difficulty, you 
might consider adding a second mode of play to the game at a later time. So 
you could have classic Monty with the monsters and things in fixed 
locations, then another mode where it's a bit more random. Or perhaps the 
randomization could come into play on higher experience levels.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <gamers@audyssey.org>
Sent: Wednesday, July 11, 2007 3:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


> Hi all,
> I know this has been a topic of interest of late so I thought I would
> put this out here under it's own topic in the hopes of generating an
> informative discussion that will aid in making Monty a better game for 
> all.
> From what I have read here allot of folks are interested in some
> randomisation in the game. As I have pointed out the original game had
> no randomisation, but that doesn't mean though that some randomisation
> can't be added.
> For example, allot of gamers are interested in randomising where the
> monsters and treasures are. For technical reasons I am not prepared at
> this point to rewrite a large part of the 1.0 engine to add this kind of
> randomisation.
> However, I do have an alternative that perhaps some of you might be
> satisfied with. There are allot of treasures, weapons, etc laying around
> the temples. One way of randomising the game is simply by randomising
> how many gems, gold coins, and swords are on that particular level. You
> might play one game and only find two swords on level 1, and in the next
> find 4 or 5 swords. That would drastically change your score as well as
> how many weapons you have to use against your enemies.
> I've also looked at when placing a monster in a room rather than
> statically plae it's starting location randomly placing it in the room
> so that where it starts is different, and sometimes monsters will be
> closer together in one game, but fara apart in the next. While at the
> same time keeping the originalaty of the game, by still having the
> monsters in the rooms they are suppose to be in.
> What do you all think?
>
>
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