Re: [Audyssey] Congrats on mota 21
I am really sorry to hear about your news. I really hope your gran will be all right and will make a speedy recovery. I will be keeping my fingers crossed. Amanda -- From: "Thomas Ward" Sent: Tuesday, August 09, 2011 1:16 AM To: "Gamers Discussion list" Subject: Re: [Audyssey] Congrats on mota 21 Hi Dark, I have no intentions of taking the beta down. Although, I'm working on beta 22 which addresses some minor issues and bugs found in beta 21. So by Sunday there will probably be a new beta there. However, that all depends on a personal family situation though. Just to let people know Sunday night I was informed that my grandma was admitted to the hospital, and it doesn't look good. So with that in mind I may not have a lot of free time to deal with USA Games stuff this week as I may be out of town to visit my grandma in the hospital, or possibly worse if she doesn't make it. So this definitely isn't a good time for beta testing as any plans I might have had for MOTA beta 22 just went out the window last night. On 8/8/11, dark wrote: Hi Tom. I'm glad mota 21 is finally out and I look forward to trying it. Currently I'm at a light opera festival and using a wireless hotspot provided by my service provider, (I'm actually sitting out in the street on a picknick table), and though it's okay for checking E-mail, even Jim's new version of Homer is too much to download given the horrible speed and nasty habbit the server has of asking me to keep re-loguing in (very odd as I get it free with my isp). i'll however look forward to trying it on sunday evening when I get back to my parents. this means I would please ask you keep the beta up until then sinse i'd like to give it a go. all the best, 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. --- 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.
[Audyssey] Games we'd like to play, cussed aways
in this exciting new stratogy game, you play a group of survivers thrown out of their local pub for searing too much. As leader of this group of louts, it's your responsability to keep the group going by assigning jobs of unpleasant, the person responsable for saying nasty things to passers by and forming the bases for all other bad language you may wish to build. Bunter, the person responsable for backhanding any retors that you may come across, letcherman, the person responsable for pulling inuendo from the seas of conversation and finally futcher, the personr esponable for creating the crudest and most offensive insults. Some of your group may become mothers at times too. Of course, all this must be supported with an endless supply of brew, and bags of crisps, so you must remember not have all your thugs devoted only to searing, some must steel as well. get unpleasant enough, and you may be thrown out of town and construct your own swearing, fighting, drinking tavern out in the woods! Though be careful, sinse the armies of civility are always encroaching oon your cussedness and only a true dedication to cursing will keep them away. Beware the grue! Dark. Sorry, but when george mentioned custaways, this was an instant idea, pluss I freely admit the game of castaways I was playing yesterday had me saying some pretty interesting language too. --- 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] guard tower
Well now we can control messages more easily, the extra ones aren't so bad actually. Beware the grue! Dark. - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Monday, August 08, 2011 6:45 PM Subject: Re: [Audyssey] guard tower I would think people would get irritated with the extra messages, but if others agree that this information would be helpful, I can add it to my list of things to add. Oh and yes, there will be 2 more military units added in mission 3. Hi Jeremy. maybe if we are going to have more military units in the game, we could see where people were and thus position guard towers more effectively. For instance, currently the status just says when someone is batling goblins and what square, perhaps like peasants carrying it could be updated to "going to rest at guard tower or D7" or whatever. thus, it'd be easier to know if more guard towers are actually effective or not. 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. --- 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] Congrats on mota 21
Hi Tom. I hope your grandma is alright, though if not then fair enough regarding mota. The reason i mentioned being a litle worried about mota beta 21 being taken down is I do remember you took down a previous version (20 I think), because it had various bugs, but obviously sinse I can't grab it immediately, I'd rather even if it does have bugs that it stay up until i can. 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] are there any blind games where people can go on quests and play with other players on line?
Hi Tom. I agree on the online game, but i don't think it's so illogical that people won't pay for a game offline that uses text. A stand alone text game promises no upgrades to the game, and no interaction with other players. Much as I dislike it myself, pvp and co op play are very popular and are the reason many people play brouser based games and muds. On the matter of upgrades though, I myself would probably think the same, sinse a game like alterean or sryth always promises expantion and something new to do or somwehre new to explore (why I like alterean myself), where as a stand alone game is just that, stand alone. then again, gamebooks are always! stand alone, and electronic versions of those are now becoming popular and being sold commercially on the iphone, so this miight not apply as much anymore. the html vs stand alone debate is an interesting one. As I've said, i began with brouser games like ashes of angels and legend of the greend ragon quite a long while before I tried interactive fiction or audio games. As someone only just getting used to computers myself at that stage, they suted me well sinse they were very quick and immediate to play and just required webpage naviigation. Also these days, people can play such things on iphones, or from anywhere they happen to be. On the other hand, a server based game does have the advantage of a unique interface and being able to add sounds far more easily as well as having hotkeys and probably being easier in terms of the command interface. Then again, i don't know how easy it would be to update such a game with new areas. muds like alterean and materiamagica do this well, but I'm less csure of a custome game, where as obviously with an html game it's just a matter of writing new pages and hooking in the php for monsters and stat tracking. I must confess, creating an html rpg was always something I wanted to do, and in fact I have a very complete system in mind in my brain which i'd love to program at some point. Btw, as an interesting idea though, not all games have accounts and log in info, though obviously you'd need that if you wanted people to pay for the game. Age of fable on http://www.apolitical.info/webgame/index.php?mode=0 has no account info at all, and in fact plays far more like a gamebook than the usual rpg (it even has a distinct plot and ending though it keeps getting expanded too). you can play as many different types of character, there are stats to roll, and though there is no combat as such, there are items and quests etc, despite the fact that the interface, and I presume the coding is fairly syple. 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] are there any blind games where people can go on quests and play with other players on line?
To be honest sean, I'm afraid I really don't see your problem with using virtual focus. it really doesn't make too much diffeerence imho slipping into vf and reading the last sent text (usually ctrl up arrow is enough),and having the text read to you. The only time I've found it necessary to have text actually read as it appears is with muds sinse obviously there the time taken to read the text matters. I've used this method to play lots of interactive fiction with various interpreters, (in fact even with the win frotz tts I stil keep Hal running as a backup and way of reviewing text), lots of doss games like fallthru, bramina drone etc and of course the eamon stuff. Myself, while I have no objection to typing in commands doss style, i don't really see this as an advantage, in fact the number of possible commands in if is imho a disadvantage to puzle solving sinse I've seen far too many guess the verb situations (the principle reason why I don't play if anymore myself). And if there is to be a limited set of commands, there is no need to type them in full. 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] getting a emulator for the blind.
Hi Tom. I agree completely as far as games and cloning go, indeed if you look at the games that changed history, it is the fact that they are not ! clones of otthers and involved original ideas that makes them special. for instance, on the surface the original Mega man is pretty similar to various run, jump and shoot games of the 80's nes era such as mighty bomb jack, and indeedd the obstacles in the levels are often pure mario, moving ledges, springs to jump you high etc. however, mega man has a very note worthy hero and the ability to play the game in any order and take the boss's weapons when you defeat them. That was what made the original unique and stand out. My favourite game ever Turrican has actually been said to be heavily influenced by Metroid. you play a hero in a robotic sute, running around a large freley explorable maze, and can even turn into a ball and plant bombs. turrican however features far faster gameplay, and weapons that covery a much wider area that you find in power blocks rather than having to discover. Even whe wheel is an invincible crusher of enemies, not a ball to sneak under narrow gaps. so I personally would completely agree with your creative thought here. I only mentioned Dracula as an option, though a unique character would be good too, (and as I said, I was always a litle confused about how the whip fitted in with vampires anyway). Myself my writing experience is actually very similar, sinse I began by writing stories based on rpgs like xenogears, final fantasy etc. now however, i'm more interested in doing my own thing, so i do appreciate the difference. 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] MOTA Beta 21 Released
Hi. I'm curious, what would you do if you started using sapi for output when it came to mac and linux? Would you use speech dispatcher or what ever they call the sapi-like system they have on those platforms? Also I had a bit of a brainstorm. I know ESpeak is pretty much considered dreadful, but it's so small and open source. Do you think you could use the library version of ESpeak legally in all of your games as an option? I never finished it, but I have a bgt script that can play wav files if it can find them, otherwise it will speak using SAPI. I wonder if you would be better off if you wrote something like it to handle use of sapi, speech dispatcher or what ever other options there are on each platform you will work with. It will use the correct speech api, but if there are sounds it will play those. Then almost automatically you could allow for use of voice packs, or you could be able to switch to sapi or similar if the user chooses in the menu to do it or if it is on a platform who's speech api you don't support. There is one big problem with that. That is you have to send the right chunks of text speech that will work with speech files. You can't just send your whole sentence to the script or what ever it would be called in your case and expect it to load the right individual files. Oh it would work with sapi fine, but not playing files. So if you took the time to send it individual chunks of text, it would load files who's names are the same as each chunk of text or if not found it will speak that chunk. But if you send it a bunch of stuff to speak and there are no files, it will make sapi pause similar to how voiceovers do, that probably isn't desirable. Actually. my script spells anything it doesn't have files for because when I wrote it sapi wasn't supported quite yet. I stopped because Angel script had a limitation I couldn't find a way to get around. I should go ahead and finish it, I think lots of bgt programmers could make good use of it. Sent with Thunderbird 3.1.10 portable. On 8/7/2011 4:07 PM, Thomas Ward wrote: Hi Bryan, Well, yes and no. Its true that a handful of people had problems with Sapi support, because for some strange reason Sapi is easy to screw up. Yet, it was under ten people who had problems. From a technical standpoint that's probably worth the risk of supporting the technology as Jeremy, Jim Kitchen, GMA, and other audio game developers use Sapi support without too much trouble with it. It is, in fact, becoming a standard among audio game developers as a common API we use to speak information in our games. The longer I've been with this community and have been developing games I've found that Sapi actually resolves a lot more problems than it causes. That's why I am strongly considering making Sapi support a standard option in my future games for the reasons below. First, there is the matter of end user preference. I'm talking about that big thread back in June about which voice someone likes or doesn't like, the rate is too fast or too slow, the pitch is too high or too low, etc can be solved by switching to Sapi. If someone doesn't like the default Sapi voice on their computer weather it is Microsoft Sam or Microsoft Anna they can head over to Nextup.com or Cepstral.com and buy a different one. Given the number of audio games that rely on Sapi support I figure most people probably own at least one Sapi voice they like by now. Second, using Sapi, from a programming standpoint, is quicker and easier. To use *.wav files as I've been doing slows production down alot because I have to record the speech files, edit the speech files, and then write a bunch of code to load the proper *.wav file when it is needed. With Sapi all I have to do is pass a string of text to the Sapi->Speak() function and I'm done. No recording, editing, or extra coding required. Third, it saves money. If I have to higher someone to do the voice overs that can cost quite a bit to have someone speak the menus, status messages, and so on all be it the end result will sound more professional. Even if I continue recording and using Sapi voices that's not exactly free either. I have to license the voice, and pay for the rights to use those voice clips in my game. That costs money and will come out of any game I produce. Finally, it makes the installation smaller. Last time I checked I think MOTA's speech directory was close to 50 MB or something like that. While its not a problem for a modern PC its the idea that there is an easier and simpler way to self-voice a game that doesn't wack off 50 MB of your hard drive space right off the bat. That 50 MB could be used for something else like audio books, mp3s, more games, etc. No sense waisting space if you don't have to is basically what I mean. I know the counter arguments as well. Not everyone has a good Sapi voice. The default sapi voice sucks. Sapi support can break. Those are all good points, but the reasons
[Audyssey] suggestion for castaway faults purks system
Hi, just an idea that I thought of with castaways, at the moment we can only select a fixed number of faults, starters and purks. so, my idea is still leave the minimum numbers of faults, starters and purks, but give the option of selecting more of any of them if you want. I think it could lead to more interesting games, for example I would like to be able to select light lunch, and the fault that makes your people burn food faster without wine. --- 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] Games we'd like to play, cussed aways
ROFL, I love it! > in this exciting new stratogy game, > you play a group of survivers thrown out of their local pub > for searing too much. > > As leader of this group of louts, it's your responsability > to keep the group going by assigning jobs of unpleasant, the > person responsable for saying nasty things to passers by and > forming the bases for all other bad language you may wish to > build. > > Bunter, the person responsable for backhanding any retors > that you may come across, letcherman, the person responsable > for pulling inuendo from the seas of conversation and > finally futcher, the personr esponable for creating the > crudest and most offensive insults. > > Some of your group may become mothers at times too. > > Of course, all this must be supported with an endless > supply of brew, and bags of crisps, so you must remember not > have all your thugs devoted only to searing, some must steel > as well. > > get unpleasant enough, and you may be thrown out of town > and construct your own swearing, fighting, drinking tavern > out in the woods! > > Though be careful, sinse the armies of civility are always > encroaching oon your cussedness and only a true dedication > to cursing will keep them away. > > Beware the grue! > > > Dark. > > Sorry, but when george mentioned custaways, this was an > instant idea, pluss I freely admit the game of castaways I > was playing yesterday had me saying some pretty interesting > language too. --- 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] suggestion for castaway faults purks system
Well, allowing for additional faults would take a bit of recoding so I wouldn't be getting to it anytime really soon anyways. I've got my hands currently full with several big coding tasks in the game, haha. If you wanted those specific 2 faults you could always fake it. Start up a game with the alcoholics fault but just let time tick away without building anything. Once their energy gets low, save the game and start playing. Now it is if you started with both perks. :) > Hi, > just an idea that I thought of with castaways, > at the moment we can only select a fixed number of faults, > starters and purks. > so, my idea is still leave the minimum numbers of faults, > starters and purks, > but give the option of selecting more of any of them if you > want. > I think it could lead to more interesting games, for > example I would like to be able to select light lunch, and > the fault that makes your people burn food faster without > wine. --- 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] getting a emulator for the blind.
Hi Thomas, while I haven't played the original Montezuma's Revenge, I had no problems with your version in that field. But there is something I still am wondering about audio games in general, and it is here meanth as a question of game ideas and/or genre, not the programming side. Even I know some things about mainstream games. But I personally think that the community in general could need a broader spectrum of games. Text adventures and such were probably not meant for the blind in their first hours (infocom). But let me look at what types of games we have now. We have some 3d audio games like Shades of doom. Then we have some sidescrollers, some arcade games and puzzle games and classical (e.g. card games). But I wonder why we don't have more rpg like games. I mean, we have entombed, but we have nothing similar to let's say the Elder Scrolls series. Or we also don't have adventures like the Kings Quest series. I don't mean to say that we should do perfect clones of them, but nothing similar to the above mentioned examples does exist and apparently (correct me, if I am wrong) no current developer seems inclined to do something in thoose genres. Monti and Mysteries of the Ancients might be a bit like Tomb raider, but that's not the only style of games we don't have. I know what the mainstream Star Trek games are like. When I foun out about Final Conflict and Trek 2000, I was rather disapointed, that both games did not allow real time space battles, but are turn based. This does not mean, that I hate the two games, but why we don't have any science fiction based game like Star Trek Elite Force 2 or Star Trek Bridge commander with missions (a continuing story) and the option to battle with choosen ships outside of mission and campaign is totally bejond me... Also, as Star Trek and such were mentioned, because other creators have set up the basics already, it is simpler to use it to create a game for, why do we not do it for Stargate instead? I mean, of three announced mainstream Stargate games, one was never published, the second was an online game like an MMORPG (with less RPG but Team vs Team) was released and closed some months later and the third, being an "real" MMORPG, is yet of unknown status. Or one last idea for possible future audio games, when you started talking about Super Nintendo games, what about something like the game Secret of Mana? --- 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] MOTA Beta 21 Released
Hi Thomas, regarding the music for the intro, I'd like to say that I am a fan of such pieces of music and I had expected to find it somewhere in the game itself. About the cutscenes, many games do have them in some form to tell a story instead of saying for example "level complete" or something . If you have scenes, things flow better in my opinion. And I have another question, why were door sounds changed in Beta 21? I don't expect modern day room doors in an ancient temple. The door sounds before were way better. I am still not sure whether I like the previous weapon sounds more than the current, but before Beta 18, the attacking sound of the sword sounded better than it does now. Again this is my opinion, but I wanted to say it. --- 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] New area opening on Alter Aeon
I got to visit this area and it is totally awesome! Glo did a good job on it. Sent with Thunderbird 3.1.10 portable. On 8/8/2011 10:51 AM, Dennis Towne wrote: This weekend, we opened a large high level area on Alter Aeon - it's an extension to the Hades Castle near Olympus on the mainland. It's a very high level zone, so if you've got a high level character you might want to join up with a group to go run through it. Here's the official announcement from the area builder: +++ The priests of Glorida have been attempting to gain access to Hades Castle for hundreds of years without success. This past week the priests discovered a previously unknown secret to which they used to gain access to the top floor of Hades Castle. The priests have deemed it very dangerous to enter this area, however, have left it open for all to enter. The priests continue to work hard to gain access to the remainder of the castle, however at this time have not been able to find the proper incantation. The priests indicate the Hades Castle is located just past the river Styx in the city of the twelve gods. Feel free to explore the area that has been discovered, however, it is extremely dangerous and you may want to bring some friends along. +++ We hope you enjoy it! -dentin Alter Aeon MUD http://www.alteraeon.com --- 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.
[Audyssey] to grey matter info.
Hi, Just a quick question. For your boxing game, will you consider adding Sapi or human recorded speech? Its not really an issue for me, but I thought you might want to ponder this idea. --- 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] Mission 2 Clarification
Hi Alfredo, No offense, but I think a little common sense is valuable here. There is o Mission 2 in TDV, besides which Castaways has been the topic of discussion for quite awhile now. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Alfredo_The_Music_maker Sent: Monday, August 08, 2011 9:19 PM To: Gamers Discussion list Subject: Re: [Audyssey] Mission 2 Clarification could y9oi perhaps broaden your point, are you referring to TDV, Castaways, or any game of the sort? Alfredo --- 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. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1392 / Virus Database: 1520/3822 - Release Date: 08/08/11 --- 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] custaways light lunch survival game
Hi, I think I'll give that a try next time. Try this one on for size. I am trying to see how few people I can get by with and complete the game. My previous record was 14 on normal difficulty. My current game is: Starter is strong start. First perk is union smasher. second perk is green thumb. fault is cozy. The reason for cozy is that I planned on not adding any additional people than what I start with. Plus, in this game I have 10 people, all men. difficulty: hard mission 1, random map. currently on my 3rd restart. Those goblins just show up too fast. but I am very determined to sail away. Rich - Original Message - From: "Steady Goh" Sent: Monday, August 08, 2011 1:19 AM A simple little game I'm having fun trying out...following is the configuration starter: anything other than strong start 1st perk: anything other than union smasher second perk: any thing other than strong swimmer and pack rack fault: light lunch difficulty: hard mission 1, default map. How many people can survive to have their meal at this initial stage and not die of starvation? 锦发/Steady Goh --- 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] to grey matter info.
Heya, Sapi is an easy enough thing to integrate. In fact it's already in Block Party. Just unload your screen reader, and you're good to go. As for recorded speech, it's on the table. I already have one voice over guy willing to work with me. We'll see as that stage approaches, though. Ryan -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Shiny protector Sent: Tuesday, August 09, 2011 1:52 PM To: Gamers Discussion list Subject: [Audyssey] to grey matter info. Hi, Just a quick question. For your boxing game, will you consider adding Sapi or human recorded speech? Its not really an issue for me, but I thought you might want to ponder this idea. --- 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.
[Audyssey] ot-NVDA question
Hey guys; I know some of you use NVDA instead of jaws, so I was wondering, how do NVDA users handle parts of the screen that requires the jaws cursor? For example, often when installing something, you're asked a question, if you didn't hear the question, you have to use jaws cursor to read what's being asked otherwise all you see are the buttons. How do NVDA handle that? --- 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.
[Audyssey] Castaways: Leather for Tomes
Hi. In order to get tomes, we need a monestary and, before that, we need a tannery. Where does the leather come from for the tannery? I assume we need a butcher to process animals into furs? I did this last game but never got any leather. Do I just need more butchers and leather workers? Or, can we get dead animals from animal farms? Thanks. Christina --- 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] MOTA Beta 21 Released
Hi phil, Sure, its not a problem. As I said the mechanics of beta 17 and earlier was totally different, and when I added the analog jumping support in beta 18 and later I didn't really think about pan/reposition the sounds as you were jumping in the air. So its not a huge update to add that feature now. Cheers! On 8/7/11, Phil Vlasak wrote: > Hi Thomas, > I guess that is what I was experiencing. While you are jumping the sound of > the obstacle should be moving from your right to your left during the jump. > I hope you can fix that. > Phil --- 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] ot-NVDA question
I know it's not my place to enforce these rules, but I'd advise you be a little careful talkingabout these things. If you were talking about how NVDA handles games, then that would probably be acceptable to the moderators, but I think this would probably a little too much off topic, as it says in the rules. Hth, -Michael. AI5HF http://mtgames.org/ http://u4u.be/ http://michael-taboada.org/ http://AI5HF.org/ http://the-status.net/ and http://the-stat.us/ Skype: lilmike2 Gmail: ai5hf.lilm...@gmail.com msn: ai...@hotmail.com Twitter: http://twitter.com/MWTab PC details: Intel quad core 2.66 ghz; 4 gb duel channel ddr2 ram; 1 TB harddrive. "The songs of the dead are the lamentations of the living." -- Christopher Paolini, Eldest. "A world that contained a creature as amazing as that bumblebee was a world he wanted to live in." -- Christopher Paolini, Brisingr. -- From: "Johnny Tai" Sent: Tuesday, August 09, 2011 7:33 PM To: "Gamers Discussion list" Subject: [Audyssey] ot-NVDA question Hey guys; I know some of you use NVDA instead of jaws, so I was wondering, how do NVDA users handle parts of the screen that requires the jaws cursor? For example, often when installing something, you're asked a question, if you didn't hear the question, you have to use jaws cursor to read what's being asked otherwise all you see are the buttons. How do NVDA handle that? --- 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] MOTA Beta 21 Released
Hi Michael, As I said previously the little game intro music was a very short track recorded for that cutscene specifically. It wouldn't really fit anywhere else in my opinion so didn't put it in the list of music tracks that get played during game play. As for cutscenes ingeneral I am well aware of what they are used for. However, I currently don't have the voice talent I need to actually record the cutscenes for the game. I'm still searching for an actress to voice Angela Carter, and since I don't currently have anyone for the final release of the game I obviously can not create the cutscenes yet. Besides as I said they aren't necessary at the moment anyway. This is a development release, and all of the cutscenes that were there in earlier betas were place holders. Nothing more and nothing less. As for changing the door sounds its simple. Greek temples generally had wooden doors not large stone doors. I felt it would make more sense to remove the stone doors and replace them with wooden doors. So I tried my best to create some old squeeky wooden door sounds. I thought they came out decently myself. Cheers! On 8/9/11, Michael Gauler wrote: > Hi Thomas, > regarding the music for the intro, I'd like to say that I am a fan of such > pieces of music and I had expected to find it somewhere in the game itself. > About the cutscenes, many games do have them in some form to tell a story > instead of saying for example "level complete" or something . If you have > scenes, things flow better in my opinion. > And I have another question, why were door sounds changed in Beta 21? > I don't expect modern day room doors in an ancient temple. The door sounds > before were way better. > I am still not sure whether I like the previous weapon sounds more than the > current, but before Beta 18, the attacking sound of the sword sounded better > than it does now. > Again this is my opinion, but I wanted to say it. > > > --- > 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] MOTA Beta 21 Released
Hi Valiant, Well, assuming we do decide to use Sapi on Windows I'd obviously have to modify the engine to use whatever TTS API was available for Mac OS and Linux. Linux has the Speec-Dispatcher API which is similar to Sapi in a sense. Mac OS has its own Speech API, I forget what its called, but serves a similar purpose as Sapi. As for using open source TTS Engines like ESpeak or Festival I certainly could include them as a part of my games provided I stuck to the terms of the license agreement. Using/including them in my game engine isn't a problem. The issue with those voices is they are so dreadful sounding that I think it would be a major detraction from the game for most gamers including me. I can listen to ESpeak only for so long before I switch over to a higher quality voice. Lastly, as for your script its a good idea in theory, but very very resource intensive. Parcing a string of text and loading *.wav files on the fly isn't really an effective way to handle speech output for a number of reasons. Generally when and where I have to do something like that, such as speaking a number, I have all of the numbers loaded into individual speech buffers when the game loads, and play the numbers as needed. If I were to load one.wav and play it, load hundred.wav and play it, and then load two.wav and play it, that's waisting resources on file IO as the program accesses the hard drive to load the files in real time. You should have all of them loaded at once, store them in memory, until they are needed. Cheers! On 8/9/11, Valiant8086 wrote: > Hi. > I'm curious, what would you do if you started using sapi for output when > it came to mac and linux? Would you use speech dispatcher or what ever > they call the sapi-like system they have on those platforms? Also I had > a bit of a brainstorm. I know ESpeak is pretty much considered dreadful, > but it's so small and open source. Do you think you could use the > library version of ESpeak legally in all of your games as an option? > > I never finished it, but I have a bgt script that can play wav files if > it can find them, otherwise it will speak using SAPI. I wonder if you > would be better off if you wrote something like it to handle use of > sapi, speech dispatcher or what ever other options there are on each > platform you will work with. It will use the correct speech api, but if > there are sounds it will play those. Then almost automatically you could > allow for use of voice packs, or you could be able to switch to sapi or > similar if the user chooses in the menu to do it or if it is on a > platform who's speech api you don't support. > > There is one big problem with that. That is you have to send the right > chunks of text speech that will work with speech files. You can't just > send your whole sentence to the script or what ever it would be called > in your case and expect it to load the right individual files. Oh it > would work with sapi fine, but not playing files. So if you took the > time to send it individual chunks of text, it would load files who's > names are the same as each chunk of text or if not found it will speak > that chunk. But if you send it a bunch of stuff to speak and there are > no files, it will make sapi pause similar to how voiceovers do, that > probably isn't desirable. Actually. my script spells anything it doesn't > have files for because when I wrote it sapi wasn't supported quite yet. > I stopped because Angel script had a limitation I couldn't find a way to > get around. I should go ahead and finish it, I think lots of bgt > programmers could make good use of it. --- 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] MOTA Beta 21 Released
Hi, Well, for what its worth I'm trying not to overly complicate the traps etc in MOTA as there are enough new concepts here for most VI gamers. Although, I certainly might put traps closer together on higher game levels, make hem more difficult to jump safely, etc once I feel sure people have gotten the hang of analog jumping etc in general. That's why the traps on levels 1 and 2 are fairly simple. You have to learn to walk before you can run as the saying goes. Cheers! On 8/7/11, Yohandy wrote: > actually, no it wouldn't. it would with how the game is set up right now, > but what if you had to jump 5 firepits in a row with only a 1 step boundary > between them? you'd need to know exactly when you land. or how about if you > had many vanishing platforms you need to jump to in a row before the one > you're standing on vanishes? it's definitely a good compromise. of course if > traps don't get any harder than they currently are, then it's best to leave > game as is, but I'd personally love some extreme challenge in MOTA --- 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.
[Audyssey] Moderator Warning ot-NVDA question
Hi everyone, Please, take this off list. This is off topic, and as the guidelines state off topic messages are not permited on this list in any way, shape, or form unless approved by a moderator like Damien or myself before hand. This subject would be better discussed on the NVDA list. Thank you. On 8/9/11, Johnny Tai wrote: > Hey guys; I know some of you use NVDA instead of jaws, so I was wondering, > how do NVDA users handle parts of the screen that requires the jaws cursor? > For example, often when installing something, you're asked a question, if > you didn't hear the question, you have to use jaws cursor to read what's > being asked otherwise all you see are the buttons. > How do NVDA handle that? > --- > 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] Games we'd like to play, cussed aways
lol you should code that as a side mission On 8/9/11, Jeremy Kaldobsky wrote: > ROFL, I love it! > >> in this exciting new stratogy game, >> you play a group of survivers thrown out of their local pub >> for searing too much. >> >> As leader of this group of louts, it's your responsability >> to keep the group going by assigning jobs of unpleasant, the >> person responsable for saying nasty things to passers by and >> forming the bases for all other bad language you may wish to >> build. >> >> Bunter, the person responsable for backhanding any retors >> that you may come across, letcherman, the person responsable >> for pulling inuendo from the seas of conversation and >> finally futcher, the personr esponable for creating the >> crudest and most offensive insults. >> >> Some of your group may become mothers at times too. >> >> Of course, all this must be supported with an endless >> supply of brew, and bags of crisps, so you must remember not >> have all your thugs devoted only to searing, some must steel >> as well. >> >> get unpleasant enough, and you may be thrown out of town >> and construct your own swearing, fighting, drinking tavern >> out in the woods! >> >> Though be careful, sinse the armies of civility are always >> encroaching oon your cussedness and only a true dedication >> to cursing will keep them away. >> >> Beware the grue! >> >> >> Dark. >> >> Sorry, but when george mentioned custaways, this was an >> instant idea, pluss I freely admit the game of castaways I >> was playing yesterday had me saying some pretty interesting >> language too. > > > --- > 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] getting a emulator for the blind.
Hi Dark, Yeah, I'm glad you see my point. its one thing to borrow an existing game universe Star Wars, Star Trek, Megaman, Castlevania, etc and quite another matter to create your own universe from scratch. You can design it completely the way you want to, create characters you enjoy, and spend time bringing them to life. Its probably the closest to godhood any single person can get. Plus as we have discussed before one reason I play games is for the game story. A game like Sryth, for example, apeals to me because its an interactive story rather than just a game. Sure the adventures and so on are scripted by the game developer, but I get to pick and choose my adventurer, creat him/her from scratch, decide if he/she is good/evil, decide where he/she lives, what they look like, whatever. Its this ability to create my character and play adventures out in the game world why I like Sryth and other roll playing games so much. Well, writing or creating games from scratch isn't much different. Its kind of the same thing only on a bigger scale. Instead of creating one character or single aspect of a game I, the game developer, get to create it all. Once written I get to fulfill my dreams through that imaginary game world. As you also pointed out most people enjoy a game that stands out from the crowd. Something that is unique usually does and can be a big hit with gamers where clones are kind of the "been there done that" kind of feeling. Castaways is a great example of that in progress. Sure there was SoundRTS and of course Time of Conflict, but nothing quite like Castaways has ever been created in accessible form, and it is making huge waves in the audio games community precisely because it is unique, different, and not just another Space Invaders knock-off. Entombed is another unique game that made a massive hit because it really stands out. Cheers! On 8/9/11, dark wrote: > Hi Tom. > > I agree completely as far as games and cloning go, indeed if you look at the > games that changed history, it is the fact that they are not ! clones of > otthers and involved original ideas that makes them special. > > for instance, on the surface the original Mega man is pretty similar to > various run, jump and shoot games of the 80's nes era such as mighty bomb > jack, and indeedd the obstacles in the levels are often pure mario, moving > ledges, springs to jump you high etc. > > however, mega man has a very note worthy hero and the ability to play the > game in any order and take the boss's weapons when you defeat them. That was > what made the original unique and stand out. > > My favourite game ever Turrican has actually been said to be heavily > influenced by Metroid. you play a hero in a robotic sute, running around a > large freley explorable maze, and can even turn into a ball and plant bombs. > > turrican however features far faster gameplay, and weapons that covery a > much wider area that you find in power blocks rather than having to > discover. Even whe wheel is an invincible crusher of enemies, not a ball to > sneak under narrow gaps. > > so I personally would completely agree with your creative thought here. I > only mentioned Dracula as an option, though a unique character would be good > too, (and as I said, I was always a litle confused about how the whip fitted > in with vampires anyway). > > Myself my writing experience is actually very similar, sinse I began by > writing stories based on rpgs like xenogears, final fantasy etc. now > however, i'm more interested in doing my own thing, so i do appreciate the > difference. > > 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. > --- 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] Castaways: Leather for Tomes
Your peasants should stock the tannery with furs. Then you will need leather workers to convert the furs into leather. It takes 1 fur to create 1 leather. > Hi. > In order to get tomes, we need a monestary and, before > that, we need a tannery. Where does the leather come > from for the tannery? > I assume we need a butcher to process animals into furs? > I did this last game but never got any leather. > Do I just need more butchers and leather workers? > > Or, can we get dead animals from animal farms? > Thanks. > Christina --- 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.
[Audyssey] Castaways, finished mission 2 on normal
One other comment I forgot this morning. Animal farms do not appear to produce sufficient product to be worth building. If you could get the fur/leather from the animal as well, it might be worthwhile as an alternative to hunting, but the rate is too slow to miss if you don't build one, and the disruption of wheat production into bread makes things less appealing. Since the farms are a much more controlled place, animals killed should be processable at a higher success rate than from hunting, say 66% instead of 33. Looking forward to more versions. Chris Bartlett --- 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] getting a emulator for the blind.
Hi Michael, Sure I completely agree with you. The VI gaming community could use a much broader spectrum of games, and its definitely a good subject to talk about. As to your question why developers aren't creating games like those you mentioned I can only guess. I suppose it boils down to a couple of issues. First, the general exposure of the community to mainstream games. By their own admition many VI developers have very little to no eexperience with mainstream games. Its very difficult for them to create games on par or equal to a certain type of game available to the mainstream public if they themselves haven't had that experience. That holds true for any developer including me. Second, is training/programming skill. Many VI game developers are self-taught. Some self-taught programmers are very good, and others are so-so. However, the bottom line when asking a question why this or that game hasn't been developed is the skill level of the developers doing the work. There is a progression every developer goes through such as writing simple Guess the Number type games, maybe moves on to card games, and slowly works his or her way up to more and more complex games. As a result its very quite possible we have a very small handful of developers capable of creating a particular type of game, and the others are still developers in training. Still trying to learn this or that. As for Star Trek Final Conflict. To be honest that was just a practice game for me. Yeah, I know about Star Trek Elite Force, Bridge Commander, etc myself as I have played them. In fact, I still own the installation discs for Elite Force I, Elite Force II, Bridge Commander, etc. I understand what you are saying, but I think you are being just a bit too critical here. I can't speak for David Greenwood's Trek 2000, but I can tell you STFC was done as a turn based game. At the time I began writing it in 2004 I was just learning C# .Net, and I was just beginning to study Managed DirectX. As I was new to the technologies at hand I thought I'd work on something fairly simple. I took Trek 2000 and updated the concept using the TNG/DS9 era, and created STFC. It wasn't really intended to measure up with something like Bridge Commander or an FPS game like Elite Force. That said, now that I've developed a game engine in written in pure C++ I could quite easily put together something like Elite Force, or a real time sstarship engagement such as you described. In fact, have plans to do so once I clear my desk of MOTA, Raceway, etc. I was planning on doing that a long time ago but got side tracked with other projects. Finally, as for switching to say Star Gate it is the same problem is using any official sci-fi universe. Copyrights, copyrights, copyrights. To be honest I no longer feel completely comfortable using copyrighted works like Star Trek, Star Gate, or even Star Wars as I can be sued for using a copyright without permission. Even if I use one that pretty much means I have to release the game as freeware or open source to avoid the copyright suits. As I am trying to run a business, make money off my work, that doesn't really work out so well. Cheers! On 8/9/11, Michael Gauler wrote: > Hi Thomas, > while I haven't played the original Montezuma's Revenge, I had no problems > with your version in that field. > But there is something I still am wondering about audio games in general, > and it is here meanth as a question of game ideas and/or genre, not the > programming side. > Even I know some things about mainstream games. > But I personally think that the community in general could need a broader > spectrum of games. > Text adventures and such were probably not meant for the blind in their > first hours (infocom). > But let me look at what types of games we have now. > We have some 3d audio games like Shades of doom. Then we have some > sidescrollers, some arcade games and puzzle games and classical (e.g. card > games). > But I wonder why we don't have more rpg like games. I mean, we have > entombed, but we have nothing similar to let's say the Elder Scrolls series. > Or we also don't have adventures like the Kings Quest series. > I don't mean to say that we should do perfect clones of them, but nothing > similar to the above mentioned examples does exist and apparently (correct > me, if I am wrong) no current developer seems inclined to do something in > thoose genres. > Monti and Mysteries of the Ancients might be a bit like Tomb raider, but > that's not the only style of games we don't have. > I know what the mainstream Star Trek games are like. When I foun out about > Final Conflict and Trek 2000, I was rather disapointed, that both games did > not allow real time space battles, but are turn based. > This does not mean, that I hate the two games, but why we don't have any > science fiction based game like Star Trek Elite Force 2 or Star Trek Bridge > commander with missions (a continuing story) and the option to battle with
Re: [Audyssey] are there any blind games where people can go on quests and play with other players on line?
Hi Dark, Well, that's an attitude or opinion I just don't get myself. Why would a text based game not promise any upgrades. Obviously, if the developer is selling this as a product it only makes sense if he or she upgrade the game from time to time with new content. Especially, if there are possible expantion packs that can be purchased and downloaded the way all the major paper and pen roll playing games are done. The only difference here is instead of buying a hard cover or paperback book you ar buying it in an electronic format. Sure I can do the same in a web scripting language of my choice, but there is no more promise I'll update that than the stand alone version. I might write the initial game, charge for a subscription, make my money and forget it after six months. I wouldn't do that of course, but its just the principle of the fact there is no more assurance I'd update one format more than the other. I guess it is just this preconception or misconception that web based means more upgrades than stand alone. Which isn't necessarily true. On 8/9/11, dark wrote: > Hi Tom. > > I agree on the online game, but i don't think it's so illogical that people > won't pay for a game offline that uses text. > > A stand alone text game promises no upgrades to the game, and no interaction > with other players. Much as I dislike it myself, pvp and co op play are very > popular and are the reason many people play brouser based games and muds. > > On the matter of upgrades though, I myself would probably think the same, > sinse a game like alterean or sryth always promises expantion and something > new to do or somwehre new to explore (why I like alterean myself), where as > a stand alone game is just that, stand alone. > > then again, gamebooks are always! stand alone, and electronic versions of > those are now becoming popular and being sold commercially on the iphone, so > this miight not apply as much anymore. > > the html vs stand alone debate is an interesting one. > > As I've said, i began with brouser games like ashes of angels and legend of > the greend ragon quite a long while before I tried interactive fiction or > audio games. As someone only just getting used to computers myself at that > stage, they suted me well sinse they were very quick and immediate to play > and just required webpage naviigation. > > Also these days, people can play such things on iphones, or from anywhere > they happen to be. > > On the other hand, a server based game does have the advantage of a unique > interface and being able to add sounds far more easily as well as having > hotkeys and probably being easier in terms of the command interface. > > Then again, i don't know how easy it would be to update such a game with new > areas. muds like alterean and materiamagica do this well, but I'm less csure > of a custome game, where as obviously with an html game it's just a matter > of writing new pages and hooking in the php for monsters and stat tracking. > > I must confess, creating an html rpg was always something I wanted to do, > and in fact I have a very complete system in mind in my brain which i'd love > to program at some point. > > Btw, as an interesting idea though, not all games have accounts and log in > info, though obviously you'd need that if you wanted people to pay for the > game. > > Age of fable on http://www.apolitical.info/webgame/index.php?mode=0 has no > account info at all, and in fact plays far more like a gamebook than the > usual rpg (it even has a distinct plot and ending though it keeps getting > expanded too). > > you can play as many different types of character, there are stats to roll, > and though there is no combat as such, there are items and quests etc, > despite the fact that the interface, and I presume the coding is fairly > syple. > > 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. > --- 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.