Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-24 Thread Shane Lowe

I've got to here those! Can you send them to me?

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 23, 2011 10:46 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi,

Yes, exactly. Q9 is a fun little game in part, because Philip makes
all kinds of sarcastic remarks like that's not something I would have
done when you jump into a pit. Plus the little argument seens between
him and Q9 is pretty funny the first time you hear them. It never
hurts to have a little humor in a game. Makes it less serious.

Back when I was working on Montezuma's Revenge I had a bunch of never
released comments in there that were pretty funny. For example, if you
fell into a lava pit you would hear a sarcastic voice ask, have a
nice bath? Another one I liked was when you jumped in a fire it would
ask, what's the matter? Isn't it hot enough for you? There were
others, but since they contained perfanity I won't repete them on
list.

Cheers!


On 5/22/11, Shane Lowe shanel...@insightbb.com wrote:

kind of like q9


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.





---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-23 Thread Thomas Ward
Hi,

Yes, exactly. Q9 is a fun little game in part, because Philip makes
all kinds of sarcastic remarks like that's not something I would have
done when you jump into a pit. Plus the little argument seens between
him and Q9 is pretty funny the first time you hear them. It never
hurts to have a little humor in a game. Makes it less serious.

Back when I was working on Montezuma's Revenge I had a bunch of never
released comments in there that were pretty funny. For example, if you
fell into a lava pit you would hear a sarcastic voice ask, have a
nice bath? Another one I liked was when you jumped in a fire it would
ask, what's the matter? Isn't it hot enough for you? There were
others, but since they contained perfanity I won't repete them on
list.

Cheers!


On 5/22/11, Shane Lowe shanel...@insightbb.com wrote:
 kind of like q9

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Shane Lowe
well... I'd be interested, but I wouldn't pay much for it. I'm not going to 
force this on you of course, because of raceway, the starwars one, mota 2d, 
and mota 3d.


Thanks and regards,
Shane

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 11:40 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi,

Unfortunately, that is very true. There are a lot of board games etc I
could write, but there are free versions available. Creating a
commercial version wouldn't sell unless it was really spectacular.

For example, I've thought about creating my own version of Monopoly.
Main reason is there are some special rules that the Kitchens Inc and
RS Games versions don't have. In the Lord of the Rings Monopoly you
can play using the ring which has its own special rules and special
dice which is totally different from regular Monopoly. The Star Wars
Collecters Edition Monopoly has a few extrarules and changes not found
in classic Monopoly as well. However, I'm not sure that these extra
features would be in demand by VI gamers. I'm afraid if I spent two or
three months developing a more complete Monopoly set with special
rules people will just grown and say, Oh, no. another Monopoly game?

The same goes for Life. Jim Kitchen has a decent Life game, but there
are some variations that are pretty cool. One of the more recent
versions my wife and I own is Pirates of the Caribbean. Its a little
more fun than classic Life as its all about becoming a pirate, finding
gold, attacking other ships, etc. I don't know if this would
constitute enough of a change for people to be interested in another
Life game even if it has a different theme, different cards, etc.

So you are right. The well isn't as deep as it once was, and if I want
to do a board game, arcade game, it has to be different enough to seem
newor or they won't be as much interest in it. Yet of course anything
with Harry Potter, Star Trek, Star Wars, Lord of the Rings, are
usually automatic hits just because of the characters, music, etc
involved in the game. In other words the familiarity to the gamer.

Cheers!


On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

Thomas,

I agree there will always be room to supply the nitch markets, I was
just pointing out that the options are more limited than they used to be.
Back in what I presume to be the audio games golden age, new developers 
were
sitting on a huge well of game ideas.  All of the mainstream console 
games,
board games, and card games were ripe for the duplicating into an 
accessible
format.  For a long while, I'm sure the only thing slowing anyone down 
was

the time it took to crank the games out, and most of those were probably
each their own first in gaming style within the vi community.  That old
well has dried up, and I agree, mainstream sources still trickle new 
ideas

into that old well, but it is a slow trickle compared to the old days.

- Aprone


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.





---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-22 Thread Shane Lowe

kind of like q9

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 11:52 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Charles,

Hmmm...Good point. If the Chess set was anything like Wizard Chess I'd
definitely buy it. It would be funny to hear the Chessmen  insulting
the player like, Hey, moron! If I go that way that night will jump on
me. Hey, idiot! Don't you see that black knight waiting to kill me?
Are you blind or something? Moron, that black queen over there is
going to kick my butt!

Let's just say it would be lots of laughs. The cruder and more
insulting they are the funnier it would be. It never hurts to have a
bit of irony and sarcasm in a game.

For instance, my son likes to play Cripto the Super Dog. Funny thing
is every time you lose, die, etc the game has some witty sarcastic
remark to say about it. Hey, some super dog you are. You can't even
jump right. Things like that are pretty funny the first couple times
you hear them.

On 5/18/11, Charles Rivard woofer...@sbcglobal.net wrote:
How about the people that would not buy a straightforward, no nonsense 
chess

program because they already have one, but would immediately buy a chess
program that sports such features as giving sarcastic responses to your
mistakes and showing battles between the chessmen when there is a 
capture?

It's chess with different twists, sort of.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.





---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread shaun everiss

well My history is quite broken.
I was not round the time of infocom, born in that time yes but only 
knew after I got the net.

By the time I started audyssey it was up to issue 24 or 25.
Hack it yourself is the term I use for those that with the bgt and 
other scripting languages just put stuff together, sure its not near 
as pro as conercial companies but its something.

Like diy if you get my meaning.

My history started in 1996.
By then companies like pcs and to some extent gma, and even 
kitchensinc were on the way to actually going online.

Esp was not far off and what became draconis was not far either.
L-works came in the middle.
It was only after pb-games came and went to blast bay that  I 
actually fully came into the fold.


And Lets not  forget the companies that never were.
Surreal horisons came, and started a promising game idea called  torrent.
They dissapeared though, then came came starbase defender which was 
abandoned due to other commitments.


Then there was oriol games which ended after one of the devs did not 
want to release the first comercial title.



Ok, so things have settled down.

We are in the period right now where all the moving and groving is done.
A lot of major companies have changed hands.
Single devs have come online to as themselves.
The main companies are the 3 origionals, being kitchensinc, pcs and gma.

then draconis and l-works
Lastly usagames and  blastbay which are new.
Oh and blindsoftware also fits in with the top 3 in that list.
Then there are the developers making audiogames.net including its 
forums, bpc and maybe a handfull of freelance students, and hackers 
who have had or still have projects on the go.


Also remember that from 1985 to at least 1996 it was all dos.
from then till about 2009 it was windows.
Now its multiplatform and iphone to some extent and maybe android 
with braillesoft's releases.


I'd like a full history myself though since there is probably more 
history before 1996, I know there was way back to the 80s, and 
judging with some speech recordings I heard on a demo tape a bit ago 
70s and maybe even 60s.
But I was born in 82, and Lived netless through the years up to 1996 
with no knowledge outside my small world, we did not use compuserve, 
bbs's or anything like that.


At 02:42 a.m. 20/05/2011, you wrote:

Shaun,

I want to start by thanking you for the audio games history, I 
actually find it very informative and useful.  I like having some 
idea of how things went in the past, so I can get a better idea of 
how they will likely change now, and in the future.  I think it 
would be an excellent idea for several of the old timers to 
collaborate on a detailed audio games history.  With everyone 
working together, I'm sure the time line of things could be fine 
tuned, and many specific details and events would start to surface 
that had been long forgotten.


I'm not really familiar with your phrase hack it yourself, so 
you'd probably have to define that for me.  I would have thought it 
was the same as opensource devs, but you seem to have 
differentiated them in your last post, so I'm not quite sure of the 
meaning you intended.


I can't really comment about being the fastest developer or 
not.  When I was just starting high school (1995 or 1996 I 
believe), I began teaching myself programming so that I could make 
little games and things.  When I had high school programming 
classes, I was the expert who would know more than the professor 
so I'd help my friends with their work and we'd spend class playing 
my latest game rather than working on the day's lesson, haha.  I 
went to the University of Michigan and got degrees in Computer 
science and Mechanical engineering, but I have to say that 95% of 
what they taught me I had already learned myself before 
going.  All in all, it was a huge waste of time and money just to 
earn the piece of paper that says degree.  I've always been the 
stubborn person who was slow to change my programming habits when 
those around me did.  I always focused more on the end result, and 
how I could accomplish the same thing in a quarter of the time, by
 not changing my methods over to whatever was currently popular at 
the time.  In different situations, being stubborn like that is a 
problem, but for the most part it has benefited me.


Since it seems I've started writing a bio of myself, lol, I'll 
say a bit more.  I'm sure there are people floating around who 
assume I only know Visual basic 6.0, since that is what I've 
written my audio games in.  For the record, I do know C++, C#, 
Java, Objective-C, and a few of the smaller ones they make you 
learn as you go through college.  In my stubbornness I just use the 
one I want to, depending on the task at hand.  Oh crud, I'm sure 
I've just summoned a barrage of comments from other programmers 
haha!  I've been programming pretty much every day since 1995, on 
all manner of personal projects.  My specialty is actually vision 

Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread shaun everiss
on that note geremy, I think a game of you being absentminded would 
actually rock.
You would have to complete sertain things to finnish your day or 
whatever like mission objectives to do things.
You could forget things, get mad, check things, swear at the cat, 
kick the wall, etc.
Would be a laugh, I mean I havn't actually met anyone absentminded, 
though A friend's brother I know, has left at least 14  jackets 4 
laptops, 6 phones and a host of other things at airports.

He has also left his car running for 4 days unlocked till he ran out  of fuel.
so yeah.
At 02:42 a.m. 20/05/2011, you wrote:

Shaun,

I want to start by thanking you for the audio games history, I 
actually find it very informative and useful.  I like having some 
idea of how things went in the past, so I can get a better idea of 
how they will likely change now, and in the future.  I think it 
would be an excellent idea for several of the old timers to 
collaborate on a detailed audio games history.  With everyone 
working together, I'm sure the time line of things could be fine 
tuned, and many specific details and events would start to surface 
that had been long forgotten.


I'm not really familiar with your phrase hack it yourself, so 
you'd probably have to define that for me.  I would have thought it 
was the same as opensource devs, but you seem to have 
differentiated them in your last post, so I'm not quite sure of the 
meaning you intended.


I can't really comment about being the fastest developer or 
not.  When I was just starting high school (1995 or 1996 I 
believe), I began teaching myself programming so that I could make 
little games and things.  When I had high school programming 
classes, I was the expert who would know more than the professor 
so I'd help my friends with their work and we'd spend class playing 
my latest game rather than working on the day's lesson, haha.  I 
went to the University of Michigan and got degrees in Computer 
science and Mechanical engineering, but I have to say that 95% of 
what they taught me I had already learned myself before 
going.  All in all, it was a huge waste of time and money just to 
earn the piece of paper that says degree.  I've always been the 
stubborn person who was slow to change my programming habits when 
those around me did.  I always focused more on the end result, and 
how I could accomplish the same thing in a quarter of the time, by
 not changing my methods over to whatever was currently popular at 
the time.  In different situations, being stubborn like that is a 
problem, but for the most part it has benefited me.


Since it seems I've started writing a bio of myself, lol, I'll 
say a bit more.  I'm sure there are people floating around who 
assume I only know Visual basic 6.0, since that is what I've 
written my audio games in.  For the record, I do know C++, C#, 
Java, Objective-C, and a few of the smaller ones they make you 
learn as you go through college.  In my stubbornness I just use the 
one I want to, depending on the task at hand.  Oh crud, I'm sure 
I've just summoned a barrage of comments from other programmers 
haha!  I've been programming pretty much every day since 1995, on 
all manner of personal projects.  My specialty is actually vision 
systems, which seems a little ironic since I'm also writing audio 
games!  For those who might not know, this means I write software 
AI which uses a camera for input.  I'm currently waiting to see if 
my program has won $20,000 in an open engineering challenge sent 
out by the US air force.


The last thing, before I stop my speech, is probably the number 
one most important thing to know about me.  I simply cannot keep 
myself on a single project.  At any given time I am probably 
working on 10 different projects, I think about them all day while 
I'm at work, I dream about solutions at night, and the moment I get 
stuck on one, I immediately fill that spot of my brain with a new 
one.  This probably means I'll die young from some sort of brain 
tumor haha!  My wife and I have joked around about that since we 
were dating.  Because I'm always mentally wrestling with so many 
projects, I really do fit the stereotype of the absent minded 
professor.  I will forget where I am if I'm out driving, I'll 
forget which cabinet we keep dishes in, and I'll even forget 
friend's NAMES for like a day at a time!  ROFL, I'm a mess!


I have no idea how this turned into a biography about me, but maybe 
it'll entertain you guys to read it.  Oh yeah, I'm married and 29 
years old.  Most people start with that kind of information, I had 
to tack it onto the end before I forgot.  :)


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at

Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-20 Thread Jeremy Kaldobsky
Luckily I'm not quite that bad haha!

 Date: Friday, May 20, 2011, 3:23 AM
 on that note geremy, I think a game
 of you being absentminded would actually rock.
 You would have to complete sertain things to finnish your
 day or whatever like mission objectives to do things.
 You could forget things, get mad, check things, swear at
 the cat, kick the wall, etc.
 Would be a laugh, I mean I havn't actually met anyone
 absentminded, though A friend's brother I know, has left at
 least 14  jackets 4 laptops, 6 phones and a host of
 other things at airports.
 He has also left his car running for 4 days unlocked till
 he ran out  of fuel.
 so yeah.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread shaun everiss

well aprone you are one of the new hack it yourself generation.
I have no idea how you seem to put things out so quickly but you must 
be one of if not the fastest developer on record.
I don't know how you can release a game in 24 hours, heck not even a 
comercial dev can do that.


I have been on the scenes since 1995 and on the audyssey lists from 1996.
Things have changed and changed a lot.

If I am allowed to ramble for a bit.

Back in the day about 1995 I got the net, audyssey was just a few zip files.
I read the mag and found it good.
I was on dos then.
One of the first companies to appear was pcs, followed closely by gmagames.
They were for a while to about 2001 or there abouts the only 
companies to take the market.

Pcs started the dos era, and such.
The community was small, we talked games mostly interactive fiction, 
and well a few others.

There were a few mainstreams that were good for windows like silent steel.
We had vary few issues back then except when a hacker attack spread 
annoying messages.

This was also the era where spam was actually usefull.
You got something back for what you sent and it was grand.

Ofcause it all changed in 2002 when esp came up could have been earlier.
This was the first company and probably the one to have the most 
company shifts.

Esp closed, opened, switched everything to adora  which is now draconis.
Tried to become alchemy then switched most of itself to usagames.
Between then, we had x-sight which still exists but has gone quiet 
for now and xlstudios which  was really good, this  became shaned.net

Which also switched to usagames.
danz was round with blindsoftware which also was bsc games and bsc 
and blindsoftware merged together just recently.

Then vipgameszone released a few games and I tested a couple.
Then alone came blindadrenaline.

Somewhere in the middle of what we will call the big company storm is 
when soundsupport and ultimately audiogames.net came in.

This was the first place we could go to get things and still is.
In fact its the experimental games and other games in the forum 
that  keep the community going.

Oh l-works also came and still exists.
We have also got bavisoft which lasted for a couple years or so.

Then pb-games came on the sceen which was good then  became blastbay.
Which is where we are up to now.

The comercial companies have pulled back, and opensource hacker 
groups have taken  off.

Bgt means that anyone can vertually make a game and several have done so.
Opensource industries have kept things going.
For a couple years a group I was part of  pkb games which had dzk and 
a few others tried to make autoit games.

And a few soundpacks.
After that other mods and soundpacks came out.

I think most of this is correct, but it could be fun for a history of 
this community to be made.
We sertainly have come a long way, through war and strife and some 
peacefull times, one stage   we almost didn't exist.
Now its a quiet period with opensource devs putting out a steady 
ammount of game related stuff, though most are due to the new hack it 
yourself load.

The comercial companies have done their bit and have backed off.
And its all free sailing for now.

W have moved from dos to simple windows to directx, to xna with 
entombed and mouse, gamepad and joystick, even multiplayer with servers.

So we are almost right up there.
There is not much we are missing.
OFcause we will never be on par with sighted graphically but sound 
wise I think we are up with the best of them, almost.

Usagames has started complex gameplay, and this can only get better.
Though its been mostly arcade with a few sims thrown in I think we 
are almost there, still have a little ways to go but with the speed 
of the opensource teams and such not much at the rate they are 
dishing out stuff.


At 08:11 a.m. 19/05/2011, you wrote:
First off, this is the second time I've written this post so it will 
probably be of lower quality this time around.  My browser decided 
to glitch and I lost a very lost post, that was probably a full page 
if not a page and a half.


As one of the new guys in the community, relatively speaking, I 
debated even commenting on this topic.  I wasn't around for the 
golden era so my perspective is extremely limited compared to 
those who have been around long enough to see the bigger picture.


That being said, I don't doubt things have slowed down with audio 
game development to some degree, I believe that is normal.  I do, 
also, agree with Dark that a well made game can still use old ideas.


Recently I assembled a list of the audio games and tools I have 
released.  I was honestly shocked by how short that list was!  I 
kept thinking I had left things out, and it took me a while to 
accept that the list was accurate.  The reason I felt like I had 
done more is because for every game/tool I've released, I have 2 
that were only partially finished.  While developing a new game, if 
I discover existing games that use the same general 

Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread dark
Reminds me of a great old amigar game called war, which was actually 
completely completely public domain.


It was a sort of mix betwene a simple stratogy game where you made space 
fleets, sent them to conquer planits, got resources etc, and a real time 
space battle where you actually got to fight as your own spaceships.


What was hilarious, is the very synthetic, flat, amigar workbench voice used 
to give sarcastic comments such as when it was your turn over to you, 
emvrio head


or try your best, pathetic human

When you lost, it got really sarcastic.

The vegan fleet has been destroyed, I think I'm so sad I will commit 
suicide or I think your joystick is made of concrete!2


the fact it was so monotone and synthetic just made this even funnier, 
especially when it said things like  ha ha ha or bleeerr!


Both a great use of a synth, and actually a pretty awsome game.

Beware the grue!

Dark. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Jeremy Kaldobsky
Shaun,

I want to start by thanking you for the audio games history, I actually 
find it very informative and useful.  I like having some idea of how things 
went in the past, so I can get a better idea of how they will likely change 
now, and in the future.  I think it would be an excellent idea for several of 
the old timers to collaborate on a detailed audio games history.  With 
everyone working together, I'm sure the time line of things could be fine 
tuned, and many specific details and events would start to surface that had 
been long forgotten.

I'm not really familiar with your phrase hack it yourself, so you'd 
probably have to define that for me.  I would have thought it was the same as 
opensource devs, but you seem to have differentiated them in your last post, 
so I'm not quite sure of the meaning you intended.

I can't really comment about being the fastest developer or not.  When I 
was just starting high school (1995 or 1996 I believe), I began teaching myself 
programming so that I could make little games and things.  When I had high 
school programming classes, I was the expert who would know more than the 
professor so I'd help my friends with their work and we'd spend class playing 
my latest game rather than working on the day's lesson, haha.  I went to the 
University of Michigan and got degrees in Computer science and Mechanical 
engineering, but I have to say that 95% of what they taught me I had already 
learned myself before going.  All in all, it was a huge waste of time and money 
just to earn the piece of paper that says degree.  I've always been the 
stubborn person who was slow to change my programming habits when those around 
me did.  I always focused more on the end result, and how I could accomplish 
the same thing in a quarter of the time, by
 not changing my methods over to whatever was currently popular at the time.  
In different situations, being stubborn like that is a problem, but for the 
most part it has benefited me.

Since it seems I've started writing a bio of myself, lol, I'll say a bit 
more.  I'm sure there are people floating around who assume I only know Visual 
basic 6.0, since that is what I've written my audio games in.  For the record, 
I do know C++, C#, Java, Objective-C, and a few of the smaller ones they make 
you learn as you go through college.  In my stubbornness I just use the one I 
want to, depending on the task at hand.  Oh crud, I'm sure I've just summoned a 
barrage of comments from other programmers haha!  I've been programming pretty 
much every day since 1995, on all manner of personal projects.  My specialty is 
actually vision systems, which seems a little ironic since I'm also writing 
audio games!  For those who might not know, this means I write software AI 
which uses a camera for input.  I'm currently waiting to see if my program has 
won $20,000 in an open engineering challenge sent out by the US air force.

The last thing, before I stop my speech, is probably the number one most 
important thing to know about me.  I simply cannot keep myself on a single 
project.  At any given time I am probably working on 10 different projects, I 
think about them all day while I'm at work, I dream about solutions at night, 
and the moment I get stuck on one, I immediately fill that spot of my brain 
with a new one.  This probably means I'll die young from some sort of brain 
tumor haha!  My wife and I have joked around about that since we were dating.  
Because I'm always mentally wrestling with so many projects, I really do fit 
the stereotype of the absent minded professor.  I will forget where I am if I'm 
out driving, I'll forget which cabinet we keep dishes in, and I'll even forget 
friend's NAMES for like a day at a time!  ROFL, I'm a mess!

I have no idea how this turned into a biography about me, but maybe it'll 
entertain you guys to read it.  Oh yeah, I'm married and 29 years old.  Most 
people start with that kind of information, I had to tack it onto the end 
before I forgot.  :)

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Thomas Ward
Hi Geremy,

Lol! Your bio sounds a bit like me. Like you I can't keep my mind or
attention focussed on any single project at a time. That is in part
why it is taking me so long to complete Mysteries of the Ancients.

My weekly schedule is crazy in part because I switch from project to
project from day to day. On Monday I might put four hours into
Mysteries of the Ancients, on Tuesday I might work on my wrestling
game idea, on Wednesday I'll be thinking about and writing down notes
for a Star Wars game, on Thursday I'll go back to Mysteries of the
Ancients, on Friday I'll work on what ever strikes my fansy. I'm
definitely a bit of a scatter brain at times.

Plus just because I go to bed, taking a shower, etc I often entertain
myself by thinking of new game ideas, thinking of how to improve an
existing idea, or preprogram some piece of code in my head. So just
because I'm away from my PC doing something like showering, traveling,
etc my mind is fully engaged on whatever project I'm working on.

Cheers!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-19 Thread Damien Pendleton

Hi Thomas,
I'm glad I'm not the only one then, although I must have at least 50 game 
ideas on the agenda. Lol.

Regards,
Damien.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 19, 2011 6:24 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Geremy,

Lol! Your bio sounds a bit like me. Like you I can't keep my mind or
attention focussed on any single project at a time. That is in part
why it is taking me so long to complete Mysteries of the Ancients.

My weekly schedule is crazy in part because I switch from project to
project from day to day. On Monday I might put four hours into
Mysteries of the Ancients, on Tuesday I might work on my wrestling
game idea, on Wednesday I'll be thinking about and writing down notes
for a Star Wars game, on Thursday I'll go back to Mysteries of the
Ancients, on Friday I'll work on what ever strikes my fansy. I'm
definitely a bit of a scatter brain at times.

Plus just because I go to bed, taking a shower, etc I often entertain
myself by thinking of new game ideas, thinking of how to improve an
existing idea, or preprogram some piece of code in my head. So just
because I'm away from my PC doing something like showering, traveling,
etc my mind is fully engaged on whatever project I'm working on.

Cheers!




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-18 Thread dark

Hi Damien.

As I said, I stil am of the belief that if a game, albeit a simple one is 
good enough in it's overall quality, people will indeed buy it. look at q9, 
or more recently, pontes backgammon which was also created with bgt.


If someone had suggested selling an accessible board game using sapi I'd 
have said what? but pontes backgammon lets you play online against 
opponents, aside from the fact the game itself is complex and strategical 
enough to keep you busy.


pontes have put in the reasonable amount of sounds to balance out the 
gameplay, and a good quantity of review keys pluss computer opponents, 
leading to all in all a solid game.


Will it win any awards? probably not, but is it fun to play? heck yes! have 
people bought it? also yes!


As I said at the time, Acefire simply did not feature enough options in 
gameplay to be an interesting or long lasting game, despire the good quality 
sounds and music it had.


Had you gone the other way and developed a game with bags of gameplay but 
only cheap sounds, I think the story may have been different.


Look at Airik the clerric.

Synth voices for the acting (though that will be fixed), and often ropy 
sound, yet it's getting lots of attention and preorders, simply because of 
the highly intreaguing gameplay it has.


While I'd agree people's expectations have gone up, I'd not say the bar has 
gone up so far that something which is well enough put together as a game 
will not recieve either attention or sales.


Beware the grue!

Dark. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-18 Thread Jeremy Kaldobsky
First off, this is the second time I've written this post so it will probably 
be of lower quality this time around.  My browser decided to glitch and I lost 
a very lost post, that was probably a full page if not a page and a half.

As one of the new guys in the community, relatively speaking, I debated even 
commenting on this topic.  I wasn't around for the golden era so my 
perspective is extremely limited compared to those who have been around long 
enough to see the bigger picture.

That being said, I don't doubt things have slowed down with audio game 
development to some degree, I believe that is normal.  I do, also, agree with 
Dark that a well made game can still use old ideas.

Recently I assembled a list of the audio games and tools I have released.  I 
was honestly shocked by how short that list was!  I kept thinking I had left 
things out, and it took me a while to accept that the list was accurate.  The 
reason I felt like I had done more is because for every game/tool I've 
released, I have 2 that were only partially finished.  While developing a new 
game, if I discover existing games that use the same general idea, I will get 
discouraged.  The same is true when I read that someone else is currently 
developing a game with a similar style.  In those cases, I will just push my 
project aside and start work on another.  Part of the way through that design, 
there's always a chance the same thing will happen again.

Even if only half of the other developers are like me, that is a lot of 
developers holding off on projects because they are searching for a unique 
idea.  Sure, if we stuck with it our games would be different in some ways, but 
they are still similar to something already out there.  I always ask myself the 
question, Why waste time when I could be making something totally unique?

Over the years, many audio games have been created, and they represent many 
different game styles.  For anyone trying not to repeat an existing game, this 
means our options are getting smaller and smaller all the time.  New ideas are 
tricky, and they take longer to develop than the games based on old ideas.  It 
is only natural for things to slow down because of this.  I believe that this 
would still be true even if the old classic game companies were still around.  
They probably rode out the market until the trends started to change.  It was a 
smart move on their part, if that is what they did.

New ideas also run the risk of being rejected.  I released Daytona to be 
unique, and many people played it, but also many more didn't even care to try 
it.  That's not meant to put anyone down, but it is just a reality.  The more 
new and unique you make a game, the more likely it is that you've narrowed down 
on your potential player base.  For this very reason I set my combat game aside 
because I didn't have faith that my player base would be large enough to help 
me support the ongoing server costs.  I'm also fairly certain my next Daytona 
game will be completely passed over by a sizable portion of the community 
simply because it requires the mouse to play.  I built Lunimals to be as close 
to standard as I could, and I'm sure its recent popularity speaks loudly in 
support of my theory.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-18 Thread Thomas Ward
Hi Jeremy,

Well, what you say makes sense. However, there is another angle I
think we, as accessible game developers, often overlook.

For instance, you are saying you pass over an idea because it has
already done before, or too similar to a game in existance. That's
true if we are looking at the wider community, but there is still
nitch markets for those games. I myself am using Linux and there
currently is nothing like Troopenum, Hunter, Judgment Day, etc
available. So I'd probably buy it if there was a version built for
Linux. It is the same case for Mac OS users who have left Windows for
Mac, and now are trying to find games for Mac that are accessible. No
its not financially as big a gold mine as Windows, I'm certainly not
saying that, but my point is just because a similar game has been
created before doesn't mean it isn't of value to someone. It just
means we as developers have to look at the big picture and see where
potential customers are.

For instance, over the past month I've put a lot of work into
upgrading my game engine so it runs on Windows and Linux, and I'm
pretty sure if I compiled a version for Mac it should run on Mac OS as
well. So if I chose to use my engine to create another Troopenum type
game I doubt I'd get many Windows sales, because its like something
they already have, but for Mac and Linux markets I'm sure I could make
a couple thousand or so in sales from those nitch markets alone. Its
simply the old case of supply and demand at work here again.

Cheers!




On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 First off, this is the second time I've written this post so it will
 probably be of lower quality this time around.  My browser decided to glitch
 and I lost a very lost post, that was probably a full page if not a page and
 a half.

 As one of the new guys in the community, relatively speaking, I debated even
 commenting on this topic.  I wasn't around for the golden era so my
 perspective is extremely limited compared to those who have been around long
 enough to see the bigger picture.

 That being said, I don't doubt things have slowed down with audio game
 development to some degree, I believe that is normal.  I do, also, agree
 with Dark that a well made game can still use old ideas.

 Recently I assembled a list of the audio games and tools I have released.  I
 was honestly shocked by how short that list was!  I kept thinking I had left
 things out, and it took me a while to accept that the list was accurate.
 The reason I felt like I had done more is because for every game/tool I've
 released, I have 2 that were only partially finished.  While developing a
 new game, if I discover existing games that use the same general idea, I
 will get discouraged.  The same is true when I read that someone else is
 currently developing a game with a similar style.  In those cases, I will
 just push my project aside and start work on another.  Part of the way
 through that design, there's always a chance the same thing will happen
 again.

 Even if only half of the other developers are like me, that is a lot of
 developers holding off on projects because they are searching for a unique
 idea.  Sure, if we stuck with it our games would be different in some ways,
 but they are still similar to something already out there.  I always ask
 myself the question, Why waste time when I could be making something
 totally unique?

 Over the years, many audio games have been created, and they represent many
 different game styles.  For anyone trying not to repeat an existing game,
 this means our options are getting smaller and smaller all the time.  New
 ideas are tricky, and they take longer to develop than the games based on
 old ideas.  It is only natural for things to slow down because of this.  I
 believe that this would still be true even if the old classic game companies
 were still around.  They probably rode out the market until the trends
 started to change.  It was a smart move on their part, if that is what they
 did.

 New ideas also run the risk of being rejected.  I released Daytona to be
 unique, and many people played it, but also many more didn't even care to
 try it.  That's not meant to put anyone down, but it is just a reality.  The
 more new and unique you make a game, the more likely it is that you've
 narrowed down on your potential player base.  For this very reason I set my
 combat game aside because I didn't have faith that my player base would be
 large enough to help me support the ongoing server costs.  I'm also fairly
 certain my next Daytona game will be completely passed over by a sizable
 portion of the community simply because it requires the mouse to play.  I
 built Lunimals to be as close to standard as I could, and I'm sure its
 recent popularity speaks loudly in support of my theory.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or 

Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-18 Thread Charles Rivard
How about the people that would not buy a straightforward, no nonsense chess 
program because they already have one, but would immediately buy a chess 
program that sports such features as giving sarcastic responses to your 
mistakes and showing battles between the chessmen when there is a capture? 
It's chess with different twists, sort of.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 18, 2011 7:11 PM
Subject: Re: [Audyssey] the spirit of game production - Re: 
bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed




Hi Jeremy,

Well, what you say makes sense. However, there is another angle I
think we, as accessible game developers, often overlook.

For instance, you are saying you pass over an idea because it has
already done before, or too similar to a game in existance. That's
true if we are looking at the wider community, but there is still
nitch markets for those games. I myself am using Linux and there
currently is nothing like Troopenum, Hunter, Judgment Day, etc
available. So I'd probably buy it if there was a version built for
Linux. It is the same case for Mac OS users who have left Windows for
Mac, and now are trying to find games for Mac that are accessible. No
its not financially as big a gold mine as Windows, I'm certainly not
saying that, but my point is just because a similar game has been
created before doesn't mean it isn't of value to someone. It just
means we as developers have to look at the big picture and see where
potential customers are.

For instance, over the past month I've put a lot of work into
upgrading my game engine so it runs on Windows and Linux, and I'm
pretty sure if I compiled a version for Mac it should run on Mac OS as
well. So if I chose to use my engine to create another Troopenum type
game I doubt I'd get many Windows sales, because its like something
they already have, but for Mac and Linux markets I'm sure I could make
a couple thousand or so in sales from those nitch markets alone. Its
simply the old case of supply and demand at work here again.

Cheers!




On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

First off, this is the second time I've written this post so it will
probably be of lower quality this time around.  My browser decided to 
glitch
and I lost a very lost post, that was probably a full page if not a page 
and

a half.

As one of the new guys in the community, relatively speaking, I debated 
even

commenting on this topic.  I wasn't around for the golden era so my
perspective is extremely limited compared to those who have been around 
long

enough to see the bigger picture.

That being said, I don't doubt things have slowed down with audio game
development to some degree, I believe that is normal.  I do, also, agree
with Dark that a well made game can still use old ideas.

Recently I assembled a list of the audio games and tools I have released. 
I
was honestly shocked by how short that list was!  I kept thinking I had 
left

things out, and it took me a while to accept that the list was accurate.
The reason I felt like I had done more is because for every game/tool 
I've

released, I have 2 that were only partially finished.  While developing a
new game, if I discover existing games that use the same general idea, I
will get discouraged.  The same is true when I read that someone else is
currently developing a game with a similar style.  In those cases, I will
just push my project aside and start work on another.  Part of the way
through that design, there's always a chance the same thing will happen
again.

Even if only half of the other developers are like me, that is a lot of
developers holding off on projects because they are searching for a 
unique
idea.  Sure, if we stuck with it our games would be different in some 
ways,

but they are still similar to something already out there.  I always ask
myself the question, Why waste time when I could be making something
totally unique?

Over the years, many audio games have been created, and they represent 
many

different game styles.  For anyone trying not to repeat an existing game,
this means our options are getting smaller and smaller all the time.  New
ideas are tricky, and they take longer to develop than the games based on
old ideas.  It is only natural for things to slow down because of this. 
I
believe that this would still be true even if the old classic game 
companies

were still around.  They probably rode out the market until the trends
started to change.  It was a smart move on their part, if that is what 
they

did.

New ideas also run the risk of being rejected.  I released Daytona to be
unique, and many people played it, but also many more didn't even care to
try it.  That's not meant to put anyone down, but it is just a reality. 
The

more new and unique you make a game

Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-18 Thread Jeremy Kaldobsky
Thomas,

I agree there will always be room to supply the nitch markets, I was just 
pointing out that the options are more limited than they used to be.  Back in 
what I presume to be the audio games golden age, new developers were sitting on 
a huge well of game ideas.  All of the mainstream console games, board games, 
and card games were ripe for the duplicating into an accessible format.  For a 
long while, I'm sure the only thing slowing anyone down was the time it took to 
crank the games out, and most of those were probably each their own first in 
gaming style within the vi community.  That old well has dried up, and I agree, 
mainstream sources still trickle new ideas into that old well, but it is a slow 
trickle compared to the old days.

- Aprone

--- On Wed, 5/18/11, Thomas Ward thomasward1...@gmail.com wrote:

 From: Thomas Ward thomasward1...@gmail.com
 Subject: Re: [Audyssey] the spirit of game production - Re: 
 bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed
 To: Gamers Discussion list gamers@audyssey.org
 Date: Wednesday, May 18, 2011, 8:11 PM
 Hi Jeremy,
 
 Well, what you say makes sense. However, there is another
 angle I
 think we, as accessible game developers, often overlook.
 
 For instance, you are saying you pass over an idea because
 it has
 already done before, or too similar to a game in existance.
 That's
 true if we are looking at the wider community, but there is
 still
 nitch markets for those games. I myself am using Linux and
 there
 currently is nothing like Troopenum, Hunter, Judgment Day,
 etc
 available. So I'd probably buy it if there was a version
 built for
 Linux. It is the same case for Mac OS users who have left
 Windows for
 Mac, and now are trying to find games for Mac that are
 accessible. No
 its not financially as big a gold mine as Windows, I'm
 certainly not
 saying that, but my point is just because a similar game
 has been
 created before doesn't mean it isn't of value to someone.
 It just
 means we as developers have to look at the big picture and
 see where
 potential customers are.
 
 For instance, over the past month I've put a lot of work
 into
 upgrading my game engine so it runs on Windows and Linux,
 and I'm
 pretty sure if I compiled a version for Mac it should run
 on Mac OS as
 well. So if I chose to use my engine to create another
 Troopenum type
 game I doubt I'd get many Windows sales, because its like
 something
 they already have, but for Mac and Linux markets I'm sure I
 could make
 a couple thousand or so in sales from those nitch markets
 alone. Its
 simply the old case of supply and demand at work here
 again.
 
 Cheers!
 
 
 
 
 On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:
  First off, this is the second time I've written this
 post so it will
  probably be of lower quality this time around. 
 My browser decided to glitch
  and I lost a very lost post, that was probably a full
 page if not a page and
  a half.
 
  As one of the new guys in the community, relatively
 speaking, I debated even
  commenting on this topic.  I wasn't around for
 the golden era so my
  perspective is extremely limited compared to those who
 have been around long
  enough to see the bigger picture.
 
  That being said, I don't doubt things have slowed down
 with audio game
  development to some degree, I believe that is
 normal.  I do, also, agree
  with Dark that a well made game can still use old
 ideas.
 
  Recently I assembled a list of the audio games and
 tools I have released.  I
  was honestly shocked by how short that list was! 
 I kept thinking I had left
  things out, and it took me a while to accept that the
 list was accurate.
  The reason I felt like I had done more is because for
 every game/tool I've
  released, I have 2 that were only partially
 finished.  While developing a
  new game, if I discover existing games that use the
 same general idea, I
  will get discouraged.  The same is true when I
 read that someone else is
  currently developing a game with a similar
 style.  In those cases, I will
  just push my project aside and start work on
 another.  Part of the way
  through that design, there's always a chance the same
 thing will happen
  again.
 
  Even if only half of the other developers are like me,
 that is a lot of
  developers holding off on projects because they are
 searching for a unique
  idea.  Sure, if we stuck with it our games would
 be different in some ways,
  but they are still similar to something already out
 there.  I always ask
  myself the question, Why waste time when I could be
 making something
  totally unique?
 
  Over the years, many audio games have been created,
 and they represent many
  different game styles.  For anyone trying not to
 repeat an existing game,
  this means our options are getting smaller and smaller
 all the time.  New
  ideas are tricky, and they take longer to develop than
 the games based on
  old ideas.  It is only natural for things to slow
 down

Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-18 Thread Thomas Ward
Hi,

Unfortunately, that is very true. There are a lot of board games etc I
could write, but there are free versions available. Creating a
commercial version wouldn't sell unless it was really spectacular.

For example, I've thought about creating my own version of Monopoly.
Main reason is there are some special rules that the Kitchens Inc and
RS Games versions don't have. In the Lord of the Rings Monopoly you
can play using the ring which has its own special rules and special
dice which is totally different from regular Monopoly. The Star Wars
Collecters Edition Monopoly has a few extrarules and changes not found
in classic Monopoly as well. However, I'm not sure that these extra
features would be in demand by VI gamers. I'm afraid if I spent two or
three months developing a more complete Monopoly set with special
rules people will just grown and say, Oh, no. another Monopoly game?

The same goes for Life. Jim Kitchen has a decent Life game, but there
are some variations that are pretty cool. One of the more recent
versions my wife and I own is Pirates of the Caribbean. Its a little
more fun than classic Life as its all about becoming a pirate, finding
gold, attacking other ships, etc. I don't know if this would
constitute enough of a change for people to be interested in another
Life game even if it has a different theme, different cards, etc.

So you are right. The well isn't as deep as it once was, and if I want
to do a board game, arcade game, it has to be different enough to seem
newor or they won't be as much interest in it. Yet of course anything
with Harry Potter, Star Trek, Star Wars, Lord of the Rings, are
usually automatic hits just because of the characters, music, etc
involved in the game. In other words the familiarity to the gamer.

Cheers!


On 5/18/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Thomas,

 I agree there will always be room to supply the nitch markets, I was
 just pointing out that the options are more limited than they used to be.
 Back in what I presume to be the audio games golden age, new developers were
 sitting on a huge well of game ideas.  All of the mainstream console games,
 board games, and card games were ripe for the duplicating into an accessible
 format.  For a long while, I'm sure the only thing slowing anyone down was
 the time it took to crank the games out, and most of those were probably
 each their own first in gaming style within the vi community.  That old
 well has dried up, and I agree, mainstream sources still trickle new ideas
 into that old well, but it is a slow trickle compared to the old days.

 - Aprone

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] the spirit of game production - Re: bringsbackmemories - Re: Fw: BlindSoftware.comBlog Feed

2011-05-18 Thread Thomas Ward
Hi Charles,

Hmmm...Good point. If the Chess set was anything like Wizard Chess I'd
definitely buy it. It would be funny to hear the Chessmen  insulting
the player like, Hey, moron! If I go that way that night will jump on
me. Hey, idiot! Don't you see that black knight waiting to kill me?
Are you blind or something? Moron, that black queen over there is
going to kick my butt!

 Let's just say it would be lots of laughs. The cruder and more
insulting they are the funnier it would be. It never hurts to have a
bit of irony and sarcasm in a game.

For instance, my son likes to play Cripto the Super Dog. Funny thing
is every time you lose, die, etc the game has some witty sarcastic
remark to say about it. Hey, some super dog you are. You can't even
jump right. Things like that are pretty funny the first couple times
you hear them.

On 5/18/11, Charles Rivard woofer...@sbcglobal.net wrote:
 How about the people that would not buy a straightforward, no nonsense chess
 program because they already have one, but would immediately buy a chess
 program that sports such features as giving sarcastic responses to your
 mistakes and showing battles between the chessmen when there is a capture?
 It's chess with different twists, sort of.

 ---
 Laughter is the best medicine, so look around, find a dose and take it to
 heart.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.