Very neat. I assume we'll need all new keys for it though. Hopefully by the 
time it's ready I'll be more financially stable and can buy it if I have to.
Time is an illusion, lunchtime doubly so.
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, March 24, 2008 9:20 AM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


> Hi Will,
> Not true. There are all kinds of areas where randomization can be used
> in side-scrollers. The reason it wasn't used in the Montezuma's Revenge
> game engine is simply that Michael Feir, Charles, and a few  others
> wanted the game to be along the lines of the Atari classic.
> Even if a snake is staticly placed in room x there are ways to make your
> encounter more challenging. One the developer can make the snake mor
> agressive and combat oriented. Two, the developer can use random hit
> point damage and defense to make the battle more random and realistic.
> Three, the developer might use a random generator to have the monster
> appear or not appear in that room at all per game.
> Currently, I am working on a totally new collection of monsters for the
> new side-scroller. These new monsters won't be as stupid as the
> Montezuma's Revenge monsters were. The Monte monsters basicly moved back
> and forth and attacked if you were in range. They were basically passive
> until you were in range. The new monsters will be more agressive. The
> second you enter a room with monsters in it they will  start attacking
> you with what ever weapon they have. No single swing from a sword or
> shot from your gun will kill them. It will be a battle. There are
> different weapons being introduced into the game and some weapons will
> be more effective than others.
>
> will lomas wrote:
>> but randomness can't be implemented in these games, am i right?
>> so that means that once the snake is in level 2 after taking four
>> steps, he'll always be there, so what's the point
>>
>
>
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