Fair eough tom, and that is true about mota, but I would be concerned at both people's opinions with a starwars game and your own knolidge of the films, sinse I think you'd need to really stick to your guns on design in that one (pun intended), though I admit with the original music and sfx rather than the 1980's ones it could be rather awsome.

Beware the grue!

Dark.
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, November 20, 2012 3:57 PM
Subject: Re: [Audyssey] light game query


Hi Dark,

Yeah, that sounds like it. Basically, the game was suppose to look
like you were in a cockpit of an x-wing with tie fighters attacking
from the left, right, and straight ahead. You lined them up in your
crosshairs and blew them away. On the final level the Death Star would
appear and you had to line up the Death Star, fly inside it, and take
out the main reactor core.

While I take your point of a simple game concept morfing into
something much more complex as happened with MOTA I know I could
create a Star Wars game faithful to the original if I wanted to. It is
really a case of coming up with a simple design and sticking to it
which is something I didn't do with MOTA. Let's not forget with MOTA
there were certain pressures that wouldn't be the case here.

For example, from the moment I took over Montezuma's Revenge I was
under extreme pressure to produce a game as people had paid for it and
wanted their money's worth. A few began demanding this or that feature
even though it wasn't a part of the design and wanting to make a
better product I bent over backwards to attempt to meet those demands.
Before I knew it the situation had snowballed into something else
completely different. The problem was I didn't stand up to the people
and say this is how it is going to be and that's it.

If I write a game similar to Death Star Mission it would of course be
a free game. I'm under no obligations to listen to end user feedback
and I don't owe anyone a darned thing. If they don't like it they can
go jump in a lake. So if I wanted to write a simple arcade shoot-m-up
like the original that's how it would be. I merely pointed out the
realistic physics etc just to point out how the original idea might be
expanded upon were I interested in going the extra mile.

Cheers!

On 11/19/12, dark <d...@xgam.org> wrote:
Hi Tom.


Was that the arcade game which fucntioned a little like a shooter with you having a cross hair to move around the screen and aim your lasers as lots of

stuff came at you? we used to have that game on the amstrad computer and it

was indeed cool.

Much as I'd love a realistic starwars game, the one problem with a starwars

arcade game is that I could see it too easily turning into another mota,
that is a simple game concept which gets expanded way behond it's
simplicity.

For instance, you mention realistic x wing physics. Well knowing that you
have the tech manuals, just as with final conflict you would probably want
the actual x wing stats in the game, which would mean also including the
actual tie fighter stats and size and shape of the deathstar trench as well

as weaponry and action from the films themselves.

So already we have more complex physics than just an arcade game would seem

to need.

then either yourself or the public might want to include more stuff in the game, like the other rebellian pilots fighting on your side, darth vader in

his tie fighter, the death stars attack towers, a time limit before the
deathstar got to the moon of yavin etc.

so, while I love the idea of a starwars game, I think there is too much to
include to make it affectively a simple arcade game like berzerk or
millipeed would be, which is what we were discussing.

I'd suggest personally if you were! going to make a starwars game go the
hole hog and do a full flight combat sim with realistic physics, missionsk,

weaponry etc.

As to montizuma's revenge, there were two versions of the game I tried from

retroremakes. one was a rather enhanced one with 3D graphics and great
music, but it had a very bad contrast and isommorphic perspective that made

it a little hard for me to play.

the other was much more faithfull to the original I think, though possibly with more colours, and that is the version I meant, still, it'd be worth a try though i'll not be able to play it until next weekend when I'm back at
my flat.

I'll have to check retroremakes and see what I can find out about the
different versions.

Beware the Grue!

Dark.

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