Hi Charles,
2000 pounds? Try 3 thousand...1000 for working out exactly what you just
said.

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, November 04, 2010 10:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was best side scroller?
-Re:Q9version 1.2.

It does.  Rewriting the game with those variables would probably be 2,000 
pounds of extra work, too.  But I do think that there should be a clear 
indication of a trap's threshold.  Maybe traps can be set so that there is a

space between a couple of them if they are in succession, as the fire pits 
currently are, and the longer you hold the right arrow, or the more times 
you tap it, the farther you jump.  Now, there is a threshold at the edge of 
each, but if you jump too far, you land in the second one, so you have to 
know how far to jump.  Then again, a healthy adventurer can jump farther 
than one in fair, good, or poor health, so those potions can gain value. 
And, although sheathed or holstered, weapons do add weight, which would 
affect distance.  Possibly, more than one weapon of the same type could be 
in the game, and you might find one if you have to drop weapons on the near 
side of a jumpable obstruction?  Hmm.  Another 2,000 pounds or so of work 
for the developer, delaying the game's journey to market.

---
Shepherds are the best beasts!
----- Original Message ----- 
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 10:05 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.


> Hi Charles,
>
> As Dark correctly pointed out jumping in MOTA is purely mechanical. If
> you are standing on a ledge and press alt+right arrow to jump you will
> always make it safely to the other side because the trap is exactly
> one jump across. Knowing where to start, therefore, means you will
> always jump over that trap without any possible margin of error That's
> just down right unrealistic..
>
> My point more over was that just because a sighted person can see a
> trap in a game is no certainty the can actually cross it.
>
> Take Super Mario for example.  In Mario you had to jump over traps,
> and there were a number of factors that would come in to play when
> trying to cross a certain trap. If Mario was normal size or big the
> chances of jumping a large trap were greater than if Mario was small.
> I remember getting pretty mad when Mario would get shrunk and then
> there was a big trap coming up, because it usually meant I couldn't
> make the jump and would die trying. In such a case weather I could see
> the trap or not made absolutely no difference in the outcome.
>
> So if we are going to keep the edges around traps like people want we
> now have to rewrite the game mechanics, the jump code, etc to put some
> challenge back into the game.  We can't always jump a chasm and make
> it to the other side with 100% certainty. There needs to be some
> factor or margin of error. Does that make sense?
>
> On 11/4/10, Charles Rivard <woofer...@sbcglobal.net> wrote:
>> This may be true, but I think the key here is that sighted people can see

>> a
>> trap, shouldn't a blind person be able to hear it?  Thinking of it 
>> another
>> way, it would be like a blind person walking down the street without a 
>> cane
>> or a dog guide to let them know that there is an open manhole in front of
>> them.  Even if they know that it is at a specific intersection that they
>> must cross, they should still be able to feel it with their feet before
>> falling into it so that they can go around it safely.  This is my take on
>> whether or not there should be an indication of a trap.
>>
>> ---
>> Shepherds are the best beasts!
>
> ---
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