Hi Willem,
Thanks for saying so.
As for probability factor, I'll have to give that one some thought with
regard to building it in. The way the system is designed to work right now,
you could likely achieve the same result if you created a rare punch on a
switch with other, less involved combos. When I get into the meat of
switches, I'll take a look, though.
Ryan

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Wednesday, June 01, 2011 2:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The First Trailer

Hi Ryan.
Firstly let me say that I think you are doing a great job on the game.
You mentioned that there will be the ability to add random selection in a 
timeline. What I would like to see is also the ability to edit the 
probability of that event occuring (for example a high stakes punch with 
high risk and high reward should not have the same probability as a normal 
punch), so the surprise element is not lost.
----- Original Message ----- 
From: "GreyMatter Info" <i...@greymatterproductions.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, June 01, 2011 1:42 PM
Subject: Re: [Audyssey] The First Trailer


> Hi everyone,
> I checked the archives last night, and it appears this message didn't 
> post.
> Sorry if you get this twice.
>
>
> Hey Dark and Tom,
> I'm glad you guys liked the demo. Thanks for the kind words.
> The mechanics of the editor, while fleshed out in my mind, are certainly 
> not
> all in place at this point. As I mentioned in the demo, I need to add
> opponent speech at the very least.
> As for your question, Dark, about what happens in a timeline, there are 
> two
> things that will be built into the final product. First, each round will
> have its own timeline, so you can design opponent behaviors according to
> which round they're in. Second, the timeline will contain the ability to
> program in custom combos and set them up on a switch. If you want the
> opponent to randomly choose between two sets of punch flurries, or if you
> want him to adopt a certain behavior depending on his health, that will be
> completely doable.
> It will be possible to hit an opponent while they're speaking. Just 
> program
> an unblock at the same time as you program opponent speech.
> I haven't quite figured out how I want custom opponents to fit into the 
> main
> game. The goal is to have a set list of opponents that I design, complete
> with some crazy behaviors. Defeating all these opponents in sequence earns
> you the title belt. After winning the belt, the player can play back 
> through
> the same list of opponents, but they'll be much harder to beat. I figure 
> the
> custom opponents can be challenged individually, and I could even see a
> precedent for setting up a tournament of custom opponents, but I'm not 
> sure
> how I feel at this point about players setting up secondary story lines. I
> worry that may detract from the main thrust of the game. Still, I won't 
> rule
> it out completely. After all, the credit for combos and random switches is
> all Che Martin's, and I'm happy to implement it.
> Tom mentioned having custom sounds for the various opponents, and that's
> something I fully intend to implement. As you noticed during the demo, the
> clown taunted the player between the first and second rounds. I want to 
> add
> all sorts of things like that: impact sounds, taunts between rounds, intro
> speech, in-round taunts, body falls, etc. As for music, I haven't given it
> much thought, though I suppose you could just drop in a piece of music at
> the beginning of each round timeline if you really wanted.
> Thanks for all the feedback, and thanks for the interest. Feel free to let
> me know if you have more questions.
> Best,
> Ryan
>
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of dark
> Sent: Tuesday, May 31, 2011 11:46 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] The First Trailer
>
> This is deffinately sounding good, though as Thomas and others have said,
> I'll be extremely sorry if Jaws is the only output alternative for the 
> game.
>
> Personally I'd like a sapi option sinse direct output from programs to Hal
> hasn't really been worked out yet, ---- and anyway i'm quite happy with
> daniel as my default sapi voice in games.
>
> The opponent editer does sound interesting indeed, though one thing I find
> myself wondering is what happens when you get to the end of the pattern?
> Does it just repeat?
>
> And is it possible for you to hit opponents while they are speaking?
>
> Also, while I understand the game will feature a crowd sound to give you 
> an
> idea of how well your punches hit, will there be an option for adding 
> custom
> music to opponents, the way game likes street fighter tekken and virtua
> fighter did. That would be a nice addition to the game.
>
> Possibly as well you could considder extending the opponent editer to let
> people create tournaments, ie, strings of opponents who must be fought in
> series possibly with a prerecorded ending to finish things off.
>
> Other than that I'll be interesting to see how things go.
>
> For a boxer name, sinse your grey matter productions how about mat grey? 
> ;D.
>
> Though as so much in the game is customizable you might also considder
> having your name be editable, though obviously this won't be possible if
> your planning on opponents that taunt you by name.
>
> I'll stick some news on audiogames.net about this one sinse I think people
> will be interested in the demo.
>
> All the best,
>
> Dark.
>
>
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