hello all if anyone loves topspeed3 and loves to race please email me off list because sometimes I host a topspeed3 server. If anyone wants to be added to my racing group let me know off list and i'll do so. Also do you know if there is any new custom tracks made by other users or custom vehicles you can get? if so how would you get them?

----- Original Message ----- From: "Darren Harris" <darren_g_har...@btinternet.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Friday, November 18, 2011 5:14 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!


Hi jeramy,

People on here tend to put out the simple simple games all the time which
gets boring. Keep up your individuality! Different games like castaways or
even bigger games like we discussed over private email ages ago would be
more than welcomed I think

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 17 November 2011 17:55
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

While I wish it wasn't true, I haven't been around long enough to see the
same patterns as you have.  It does make sense though, that if most of the
developers are new to making games they would settle with the simpler space
invader approach, regardless of what other ideas were floating around.  This
is very unfortunate.

I may adjust my strategy a bit.


Hi Aprone.

I fully agree on the matter of braille displays etc,
pricing is insane, just add the word accessibility and you
can pretty much stick on another zero, heck I've seen a hand
held device which does just what your colour recognition
program does which would set you back 150 pounds (about 270
dollars I think). So I fully agree with the developement
your doing there.

With games though, I'm afraid I'm not sure whether your
methodology here sutes the circumstances.

For a start, there are actually very few professional
standard programmers making audio games, in fact you could
probably count them without taking off your socks. Subtract
those like Justin from bsc and Liam urven who's life
circumstances aren't conducive to making games, and your
left with a very small group of people indeed.

This bunch are rather independent all have their own ideas
and styles, all have knolidge of what they want to make, and
won't do something simply because there is a community idea
out there.

to illustrate, look at stratogy games.

Vip gameszone came up with galaxy ranger, which is sort of
an action stratogy hybrid in I believe 2003, yet we didn't
see another even vaguely stratogy audio game (not counting
battleships), until 2007 with sound rts. Sound rts was
amazingly well recieved and enjoyed by many people and you
would've expected a huge wave of that style of game, yet
(not counting castaways), the only thing to follow was time
of conflict from Gma, which I'm pretty sure was in
developement when sound rts was released anyway.

This isn't to say there aren't trends in audio games, only
that they have far less impact, sinse the more complex the
game type and genre, the more difficult producing games with
that concept and idea is, and the fewer people will attempt
it, ---- if indeed anyone will at all!

Look at entombed. possibly the most successful audio game
of all time, and produced in less than two years. Yet have
we seen any similar rpgs? ---- heck no!

While I agree we have had many arcade games, I don't think
this is entirely the fault of fashion.

As Philip's example games show, left right sterrio
targiting is sort of the default baseline in audio games,
one reason why there are so many example and practice games
like that now, especially from those who are working with
bgt for the first time, which is indeed why it's only been
now that we've had to introduce the database submission
guidelines for audiogames.net to say what counts as a game
and what counts as a programming practice.

I think therefore that the reason there are so many arcade
games is as much a consequence of programming skill, than
deliberate choice, indeed there has been a major desire for
more complex audio games right from when i first started
playing them myself in 2006.

Thus, I'm afraid your approach of introducing concept demos
and then hoping people will pick up the idea and run with it
just doesn't seem as logical to me given the circumstances,
and given that so many people (including me), really! want
more complex and interesting audio games to play, in one
sense it actually feels a litle dissatisfying.

Personally, I'd say there are two ways you could change the
situation. One of them, is as Jason Alan did with entombed,
write a complex game yourself and thus contribute something
to posterity with audio games, which might not change the
face of what people develope, but is certainly one! example
out there of a complex game.
The second, is to acknolidge that your writing a concept
demo in an example game, and thus create some sort of open
source affair (possibly in bgt), to hopefully give some of
the programmers who are making arcade games a bit of a leg
up into something more complex, and thus show how it could
be done.

Suppose for instance you created a cut down version of
castaways with three people, a random map and five
jobs, hunter, gatherer, tool maker lumberjack, cook.

the hunter needs tools, the gatherer does not but only
gathers a small amount of food, and the tool maker needs
wood to make the tools.

You could use this setup to show most of the castaways
mechanics of ai that seaks resources and brings them back,
changing conditions over time, tracking activities etc, and
thus put someone in a far better position to create a
stratogy game once they've seen the code.

No, it might not be fun to play, but such is not the point
of an example game.

In fact, sinse all the bgt example games thus far are
either basic puzles or space invaders types, this might
actually be a good thing all round.

Beware the grue!

Dark.


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