Re: [Audyssey] killing replay value - Re: replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Charles,

Unfortunately, that sort of mentality isn't limited to blind gamers.
There are some people who are so eager to complete the game, so eager
to finish it, that they will go to a game FAQ site and read the entire
walkthrough just so they can complete the game the first time through.
Personally, I've never understood this mindset, but each to their own
I guess.

As you have noticed we have our own little community right here on
Audyssey who seem not to care about challenge or replay value. They
download a game at 10 and by 11 they are asking the list for a
detailed walkthrough or other how to beat the game. In my opinion its
a type of cheating, but who am I to put them down. After all, I think
we all enjoy different things, and I guess for some people what
matters is winning regardless of how they do it. For me I want to take
my time and do it without cheats, walkthroughs, etc unless I am really
stuck.

Cheers!



On 3/24/13, Charles Rivard wee1s...@fidnet.com wrote:
 Another thing that I see all the time is this:  A new game comes out at 10
 this morning.  By eleven, gamers are asking the list for help through
 something they have stumbled into.  Even if I know the answer, I will not
 tell them yet.  Part of the challenge of a game is to work on it on! your!
 own!!, and figure it out.  If you bought a jigsaw puzzle with lettered and
 numbered pieces, and it came with instructions that tell you to fit A1 to
 A2, and below A2 you should fit B2, and so on until the puzzle is finished,

 what good would that be?  Yet that is exactly what some blind gamers want,
 and I just flat don't understand this.

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] killing replay value - Re: replayability andUsagameswas Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Dark,

Exactly. I'm sure some people do honestly get stuck and need help
which is why this list and the forum exist in the first place.  The
problem is trying to distinguish who really does need the help and who
is just being impatient and want to beat the game the first time they
play it. In my opinion if someone is being impatient, use cheats just
to beat the game first time through, and wine about the game being too
easy etc then I don't feel a bit sorry for those types of people at
all.

That said, there is a way of walkthrough proofing the game for serious
gamers. Some games like GMA Tank Commander remain challenging even
after you have played it many times. On Today is a Good Day to Die I
would judge my chances of winning the game at 50/50 simply because
there are so many random things that could go wrong, and some of the
missions such as mission 3 are absolute hell at that level of play. I
usually have to restart that mission a few times because I end up
missing the train because I have to fight off a swarm of enemy tanks
and helicopters getting there.

My point being is no matter how well you know the game, no matter if
someone writes a step by step walkthrough of that game, there are
areas in the game where you either succeed or you don't. You win or
lose based on your own skills or lack there of. Adding that sort of
difficulty into a game helps put a stop to the walkthrough type of
cheats, because knowing is only half the battle.

Cheers!



On 3/25/13, dark d...@xgam.org wrote:
 Well charlse, that is unfortunately true. For me at least, I actually enjoy

 reading the game instructions. I suppose it's because growing up, I never
 got to read the manuals for games, being that they were always in print and

 thus inaccessible to me, indeed one of the first really fun uses I got out
 of the internet was looking up info on some of the games I'd been playing,
 and learning things like the names of enemies and weapons etc. So, even
 though these days that is no longer an issue, for me reading a manual is all

 part of the anticipation of playing so it's something I always do, 
 particularly in pc games where I need to learn the in game keys (it's not
 like playing games on my Snes or mega drive where I could usually just hit
 buttons to find out which were attack, jump, shoot etc).

 There are however other occasions when i've found game insturctions
 inadequate, indeed I can think of several devs who, while great at
 programming games don't find writing instruction files their main forte, and

 others where the instructions are unclear, (though in the latter case when
 compiling entries for audiogames.net I do try to include appropriate
 information there).

 As to people instantly asking questions, well while I agree there are people

 with little patience or ability to try, equally as you said yourself it's
 their own fault that such people don't get as much enjoyment out of games,
 and I can think of a couple of individuals I've encountered who either ask
 for help at every opportunity or constantly play with cheats, then are the
 first to winj about games being too short and easy, however I wouldn't want

 to generalize from a few people to the majority, especially as there are
 also plenty of people who genuinely get stuck, or simply don't have the
 experience or computer skills in games and so ask,  which is of course
 fine.

 Beware the Grue!

 Dark.


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Re: [Audyssey] killing replay value - Re: replayability and Usagameswas Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Charles,

Let's face it. Some people are lazy. Nothing more need be said.

Yeah, I know some people may honestly get stuck, may honestly have a
problem, but there will always be a certain handful who are too lazy
to read the manual, are too lazy to figure out the game on their own,
and people who want a free ride so to speak. So be it. There is no
need to argue the point as I don't think they will ever change. Some
people are the way they are and see nothing wrong with it.

Cheers!

On 3/25/13, Charles Rivard wee1s...@fidnet.com wrote:
 I can see where people get stumped by a puzzle or situation in a game, but
 not within 10 or 15 minutes.  And, in a lot of cases, their answer is in the

 user's guide which they never even bother to look through.  Strategy tips
 are one thing, solutions are another.

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] killing replay value - Re: replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Shaun,

Ah, I don't know of a single person running Dos on a 286 these days
blind or sighted. That's a bit far fetched don't you think?

However, I do take the point that the blind is generally behind the
mainstream technologically, and there are good reasons for that. Most
of the blind computer users I know and know of are running some flavor
of XP primarily because they know it well, it is fully screen reader
accessible, and if they were to upgrade to Windows 8 they would pretty
much have to learn everything from scratch because the changes in user
interface are that drastic. I can use Windows 8, I can live with it,
but not everyone can so they choose to stay behind technically.

All the same old tech or not that has no bearing on killing the replay
value of games. A good game is a good game regardless of what OS it is
written for and what programming language it is written in. Even if
someone started out with text based games like Infocom and worked
their way up to something like Swamp they should be able to learn the
new games, be able to adapt to more complicated styles of games, etc.
I don't hold with the we are blind so we need it simple stupid theory.
We are, most of us, just as capable as a sighted person at playing
complex games except we don't have functioning eyeballs so need audio
queues instead of graphics.

Cheers!

On 3/25/13, shaun everiss sm.ever...@gmail.com wrote:
 hmmm charles  thats interesting.

 There are 2 answers, a long slightly technical one and a shorter user
 type of answer.
 1.  we are blind everything needs to be easy because we are blind and
 that is the way it is.
 2. Lame answer ha?
 THe truth is that blind games when they started were never that
 complex, I mean interactive fiction and some simple menu games where
 it was quite easy to play were my first lot I ever played running on dos.
 chances are  thats where a lot of the beginners started.
 To start off with for the first 5-10 years we didn't have the tech
 and other junk the sighted do now.
 Its true we don't have everything but we use the same directx
 everyone uses just no graphics, we use joysticks, mice and even some
 form of big multiplayer the sighted use not many games have the
 capability but a lot do.
 We started with simple arcaders and board games as well as keyboard
 controled ones.
 So will we eventually be able to play the harder games, probably the
 mainstream stuff is superior to our own but not by much now.
 we are almost up to them and thats the truth.
 Ok, unfortunately the user base has not caught up to that or even the idea.
 A lot of the games we have in circulation right now are simple and
 use old tech though a lot are slowly being ported which will take time.
 So eventually I have total confordence that we will be able to solve
 everything without asking for it.
 Right now the tech is upgraded but we are not, the users or at least
 some of us are still running dos 3 on a 286 cpu with about 2kb ram
 and not the latest things.
   and this change may take ages to  happen its slowly going on but
 who knows when it will fully change and there will always  be newcomers.
 I do aggree people do ask as soon as they get stuck and I do try to
 nut out things if I can.


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Re: [Audyssey] killing replay value - Re: replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread shaun everiss

true I have friends that do get frustrated when playing games.
I also don't  read my manuals as much as I should I skim them and I 
shouldn't I  think we are all guilty about not doing the rtfm thing, 
I am a tech and often I rely on my programs menus or help files and 
even that sometimes I skim and I am fully aware I should read the 
documentation.


At 07:24 PM 3/25/2013, you wrote:

Hi Charles,

Unfortunately, that sort of mentality isn't limited to blind gamers.
There are some people who are so eager to complete the game, so eager
to finish it, that they will go to a game FAQ site and read the entire
walkthrough just so they can complete the game the first time through.
Personally, I've never understood this mindset, but each to their own
I guess.

As you have noticed we have our own little community right here on
Audyssey who seem not to care about challenge or replay value. They
download a game at 10 and by 11 they are asking the list for a
detailed walkthrough or other how to beat the game. In my opinion its
a type of cheating, but who am I to put them down. After all, I think
we all enjoy different things, and I guess for some people what
matters is winning regardless of how they do it. For me I want to take
my time and do it without cheats, walkthroughs, etc unless I am really
stuck.

Cheers!



On 3/24/13, Charles Rivard wee1s...@fidnet.com wrote:
 Another thing that I see all the time is this:  A new game comes out at 10
 this morning.  By eleven, gamers are asking the list for help through
 something they have stumbled into.  Even if I know the answer, I will not
 tell them yet.  Part of the challenge of a game is to work on it on! your!
 own!!, and figure it out.  If you bought a jigsaw puzzle with lettered and
 numbered pieces, and it came with instructions that tell you to fit A1 to
 A2, and below A2 you should fit B2, and so on until the puzzle is finished,

 what good would that be?  Yet that is exactly what some blind gamers want,
 and I just flat don't understand this.

 ---
 Shepherds are the best beasts, but Labs are a close second.

---
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Re: [Audyssey] killing replay value - Re: replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread shaun everiss
I know tom and I suspect that  although we are caipible a lot of us 
me included have been playing simple stuff for ages to adjust is a 
bit of a curve, I know it actually frightens me that I can't handle 
everything at once.



At 08:16 PM 3/25/2013, you wrote:

Hi Shaun,

Ah, I don't know of a single person running Dos on a 286 these days
blind or sighted. That's a bit far fetched don't you think?

However, I do take the point that the blind is generally behind the
mainstream technologically, and there are good reasons for that. Most
of the blind computer users I know and know of are running some flavor
of XP primarily because they know it well, it is fully screen reader
accessible, and if they were to upgrade to Windows 8 they would pretty
much have to learn everything from scratch because the changes in user
interface are that drastic. I can use Windows 8, I can live with it,
but not everyone can so they choose to stay behind technically.

All the same old tech or not that has no bearing on killing the replay
value of games. A good game is a good game regardless of what OS it is
written for and what programming language it is written in. Even if
someone started out with text based games like Infocom and worked
their way up to something like Swamp they should be able to learn the
new games, be able to adapt to more complicated styles of games, etc.
I don't hold with the we are blind so we need it simple stupid theory.
We are, most of us, just as capable as a sighted person at playing
complex games except we don't have functioning eyeballs so need audio
queues instead of graphics.

Cheers!

On 3/25/13, shaun everiss sm.ever...@gmail.com wrote:
 hmmm charles  thats interesting.

 There are 2 answers, a long slightly technical one and a shorter user
 type of answer.
 1.  we are blind everything needs to be easy because we are blind and
 that is the way it is.
 2. Lame answer ha?
 THe truth is that blind games when they started were never that
 complex, I mean interactive fiction and some simple menu games where
 it was quite easy to play were my first lot I ever played running on dos.
 chances are  thats where a lot of the beginners started.
 To start off with for the first 5-10 years we didn't have the tech
 and other junk the sighted do now.
 Its true we don't have everything but we use the same directx
 everyone uses just no graphics, we use joysticks, mice and even some
 form of big multiplayer the sighted use not many games have the
 capability but a lot do.
 We started with simple arcaders and board games as well as keyboard
 controled ones.
 So will we eventually be able to play the harder games, probably the
 mainstream stuff is superior to our own but not by much now.
 we are almost up to them and thats the truth.
 Ok, unfortunately the user base has not caught up to that or even the idea.
 A lot of the games we have in circulation right now are simple and
 use old tech though a lot are slowly being ported which will take time.
 So eventually I have total confordence that we will be able to solve
 everything without asking for it.
 Right now the tech is upgraded but we are not, the users or at least
 some of us are still running dos 3 on a 286 cpu with about 2kb ram
 and not the latest things.
   and this change may take ages to  happen its slowly going on but
 who knows when it will fully change and there will always  be newcomers.
 I do aggree people do ask as soon as they get stuck and I do try to
 nut out things if I can.


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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Shaun,

No offense, but you are way off base here.  There  is no way in Hades
I'm going to just delete, scrap, or trash all the work I've done on
Mysteries of the Ancients over the last four years. That would be
flipping insane not to mention a waste of my time and everyone else
who has helped out with the project.

As far as Montezuma's Revenge goes believe it or not I do have
something in mind similar to that game which I intend to release
sooner or later. I don't want to give a lot of details because I
haven't gotten it all worked out, designed, and written yet and I
don't want to answer a bunch of questions about something still on the
drawing board. However, the point is I took money for a game like that
and I do intend to give those customers something of equal value for
their money.

Its not a question of what I want to do or don't want to do, but a
matter of honor. Besides that enough time has passed that I'm actually
ready to work on an arcade game like Monte, and would like to see it
brought to completion. Regardless of the circumstances that landed me
in this situation I do feel I have a obligation to fulfill and I
intend to do it.

Now, as to your rant about the games being old or whatever that's just
bologna. You should know by now I have always attempted to use the
latest and cutting edge technology and ideas in my games. When I took
over Montezuma's Revenge the first thing I did is convert the Visual
Basic 6 code to C# .NET and DirectX 9.0C  in order to get away from
the older outdated technologies James North was using. Later after the
copyright issues came up over that game I decided to write a modern
game engine in C++ with DirectX support that has just about everything
BGT does on the Windows side, and MOTA was developed using that same
engine. Point being whatever else happens it is not going to be some
old game using out of date concepts or technology.

For example, so far as I know MOTA beta 22 is the only game that uses
an analog and physics based jump system comparable to a mainstream
game. I had to simplify it some since it is difficult to get it to
work exactly like a video game without the visual aspect, but even if
I turned around and wrote Montezuma's Revenge today with my game
engine it would use cutting edge technology not be some ten year old
has been that you seem to suggest.


On 3/25/13, shaun everiss sm.ever...@gmail.com wrote:
 to be honest it may be easier at this point if you just gave  an old
 crappy directx8 version with all the sound as it was 3 years back to
 people that  payed for it maybe the one you had to stop because of
 copywrite or its levels and change the title and drop it.
 I know thats probably not what you want to hear and for ages I
 supported you but I have moved on from that game and you probably should
 to.
 Lets face it, the espsoftworks/ james north experience has been a
 major changer in the history of this community and a big lesson and
 will always be the point or one of the points where we started trying
 to make things properly.
 I don't know about the rest but the monti/ mota game has been going
 far to long.
 And to be honest  can anyone actually remember what it was about.
 Yes the racing game and the others james promised were a shame to
 loose but several years are between now and then.
 Yes they were good ideas still are but to be honest all that stuff
 has been hanging to long.
 I vote you just drop all james games you promised its to long in any
 case, and its really pushed other things away.
 I myself am still waiting for the second installment of stfc or
 whatever you finally call it.
 Ofcause I also await anything new that is going on.
 However the only thing I can remember  are the people on the form
 complaining about each beta and everything.
 And while times were tough back then I feel to much time has been
 lost, to selvage anything.
 3 story changes and a load of other stuff and then things went away.
 At some point to be coming back but I never was fully interested in
 that sort of game anyway though the racing game maybe.
 And to be honest we do need more sims.
 Even so you need to ask yourself why you are even doing these at all.
 These are your games, no one elses.
 It is all history now no matter how much cash was wasted its probably
 not worth it to just satisfy any other  whiners on here.
 If others think me as been a rood nut tell me and I'll shutup however
 I think, enough is enough.
 James games should be put in a bin and left to rot.
 They were created before a lot of the newer tech came out and while I
 was really for it all 10 years   back that was 10 years.
 And at any rate the industry seems to be basically  at a standstill.
 A lot of stuff needs to happen before things start moving again.
 swamp is just about the only thing that keeps the industry active at
 least on the user end.
 Now that eventually will end, if that is all that is,  it may come to
 pass that the audiogame market is for all perposes 

Re: [Audyssey] killing replay value - Re: replayability andUsagameswas Re: Looking For Something New to Play

2013-03-25 Thread dark

Hi Tom.

That is totially true about walkthroughs, and indeed something I'm more 
familiar with myself. For years, ever since I first discovered the internet, 
I have been using walkthrus instead of instruction manuals to provide access 
to graphical games. For example, in the mega man games I read the 
walkthroughs to find out about the weapons and items in the game (not to 
mention the plot), and the structure of the menues, especially necessary in 
games like mega man zero which have about 80 odd power up items per game to 
collect not to mention a ful rpg script with dialogue.


None of this info however changed the fact that I still had to physically 
and reflexively finish each game, heck, even knowing which weapons were most 
affective against which enemy didn't, since the actual completion was left 
up to me, which is another reason I've found such games so replayable.


You are exactly right like games like gma's have this sort of quality, just 
because of the way the combat, navigation and enemy density works, and is 
another reason something like shades is so replayable, since even when you 
know all there is to know about the game, you still have to get there.


Beware the Grue!

Dark. 



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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Shaun and all,

A few comments about the message below.

Yes, older versions of Visual Basic, such as Visual Basic 6, are not
Mac and Linux compatible, but that does not mean a person can not
write apps for Mac and Linux in Visual Basic. Newer versions of the
Mono Framework supports Visual Basic 2010 and comes with a Visual
Basic .NET command line  compiler. So that means its possible to write
both C# .NET and Visual Basic .NET apps for Mac OS and Linux.

The problem with Mac OS and .NET apps is there is no way to just click
on an executable and run it the way you can in Windows and Linux. For
some reason I haven't figured out the only way to get a C# .NET or VB
.NET appp to run on Mac OS is to open a terminal and launch it like
mono program.exe
which is obviously less friendly than clicking an icon or browsing for
the exe file and clicking on it. If a person is willing to launch apps
from the terminal then .NET will work on Mac.

As far as Python goes the big problem is Python version. The pyc files
are runtime version specific meaning if you compile it for Python
2.7.3 and your target machine only has Python 2.6.x the application
obviously won't run. the solution for this problem is to compile
platform specific versions with its own runtime interpreter in the
executable which means the developer needs a Mac, Linux PC, and
Windows PC to build target versions for all three platforms.

As far as C or C++ goes that is really rough for cross-platform
development. Yes, it can be done, but it is not as simple or as easy
as you make it out to be.  There are a lot of technical considerations
I won't even get into here just because I'd need a novel rather than a
message to get into them all.


On 3/24/13, shaun everiss sm.ever...@gmail.com wrote:
 hmm I am not as up with the play as I should be.
 It depends on the types of games that would work.
 python works with macs pcs both windows and linux.
 I know there is the mono dotnet opensource framework and thats
 supposed to work with everything with the same features as the
 windows dotnet client has.
 Now I have used in the past pascal and there is  probably a client
 for all platforms.
 Standard c or c in general should work, linux is basically c anyway,
 so no big issue loads of compilers for all platforms.
 So a lot of stuff probably works visual basic probably won't work
 outside windows.
 Most stuff should work with windows from 98 up to server 2012, mac is
 slightly more tricky as is linux but I think a lot of stuff can be
 sourced for each os.
 We do have an issue with anything over that.
 I know we do have windows rt should we use it though no access
 supports = no use I'd imagine for now anyway.
 Mac I am not sure but there should be no issue as is linux.
 The iphone with restrictions may work though a lot seem to be jail
 breaking their units.
 Android is probably the option for least resistance.
 Its google and opensource probably has its apis somewhere  online.
 the ios stuff if you make it by the rules needs  licences by apple.
 and if you hack it well I don't know, I have been wanting an ios
 device for all the games with the reviews, but after all the hastle
 with all the restrictions I am not sure if I should just get  one of
 the nexus devices.
 If there are sighted devs there is always  xna I am not sure what we
 would need to run on xbox but assumedly  its supposed to run on xbox
 360s potentually.
 The rest soni etc nes whatever I am not sure about access but we
 already  have a large extent of reach and choice on platform.
 ok not steam but we probably don't need that.
 there is also blackburry but hardly anyone uses that anyway.

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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Dark,

Agreed. At this point releasing something complete would be a step in
the right direction. You'll get no argument from me on that.

One of the things I think that makes Shades of Doom such a good game
is that its fully accessible, but it is also difficult too. On the
higher difficulty levels you really have to be good to get through all
nine areas. With area 9 being the worst since you can't save and take
a breather.

Shades of Dooms levels are structured as mazes which adds some
complexity to the game besides the usual creatures like mutant dogs,
mutant rats, mutant humans, blobs, and so forth. I know this aspect
throws some gamers off, but for someone who is into exploration it
took me a couple of months to really get the hang of all nine areas.
That added a great deal of replay value for me, because I couldn't
finish it all in one sitting.

Even now that I've beaten the game many times I still can't sit down
and complete it all at one go. I have to break it up over a couple of
sessions which adds some replay value right there. Its just so big
that you need lots of time to play Shades from start to finish.

I think when I do finish MOTA, or whatever we want to call it, I want
it to have those two aspects. I want it to have enough levels or areas
that it can't be completed in one session, and I want it to have
enough difficulty that it is worth finishing the game after a number
of retries. I think it is those aspects that make for a good game.




On 3/24/13, dark d...@xgam.org wrote:
 Hi Tom.
 I'm sorry to hear about the various problems and bugs, and in fairness no
 coding or writing when ill is not possible, but at the same time part of the

 point of my message was to offer some encouragement, albeit some
 encouragement with a little tinge of frustration. At this point I don't
 really care which! game gets practically finished, but it'd be just great to

 see something done and dusted and out the door. I know a lot of behind the
 scenes work has been done on the genesis engine etc, and that you yourself
 are concerned about commitements to players, but at this point we're
 probably at a stage where any! released game would be a good hthing.

 As regards atmosphere, well I agree that is another reason shades of doom is

 such a classic and grabbed my attention as the first audio game I played.
 not only did it give me access to the fps genre for the first time (a genre

 which I've never found visually playable), but it did it in a fantastic way

 that had complete creepiness, with great enemies and an engine, heck, even
 the first shades of doom sound when you start the game is pretty scary :D.

 It's just that really awsoe design quality that makes you want to replay a
 game. It's even hard to defign since it is something some games just have
 and others do not. Terraformers for example I never found half as addictve
 as shades of doom, despite the very superior sfx music and environment, and

 while I have! replayed it, I've only ever done so once.

 Beware the Grue!

 Dark.


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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread dark

Hi Tom.

As you know I'm an exploration fiend, so the maze aspect of shades of doom 
is very much something else I like about the game, aprticularly given that 
David did a great job with ambient sound sources in the maze which give it 
an interesting background to explore too even though the game didn't involve 
much music. combine this with the item randomization and you've got a great 
game with lots of replay.


The two things I'd have liked to see in shades most are 1, more enemies, 
since the 7 or so types the game has do seem a little samy after a while 
especially mid game,  and 2, more areas which it was not! necessary to 
complete to finish the game, but which added to the over all levels.


To explain, as it stand you need to pretty much go everywhere on each level 
to make sure you get all the data wafers and those messages. it'd be great 
to see a game that has false trails as well as genuine routes through the 
levels, so that people can choose to explore fully or to just head for the 
exit. This would be particularly of advantage in a game with stat boosts or 
other extras to collect, since then there is always the possibility that 
exploring leads to more items.


this is something many of my favourite exploration games do, indeed in many 
of the more recent and large size fan created Turrican levels, there are so 
many false trails that finding the correct route is near impossible, 
aprticularly considdering Turrican levels can have their exit anywhere, and 
some of the fan created ones are truly gigantic!


While I know some people find exploration in audio based games a trial, I'd 
say that thanks to shades and swamp, not to mention previous mota betas ad 
games like Airic, we're familiar enough now over using things like 
coordinates, difference in environment (be these sound sources, room names 
or whatever), to be albe to have maps at least as complex as those in a game 
like Original prince of persia.


Beware the Grue!

Dark. 



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Re: [Audyssey] catch 22 - Re: Inquisitor, Ios or pc?

2013-03-25 Thread Trouble
The sighted games all come with install guides, because they have to 
make sure they have enough graphics to run the game. Some of the 
newer games out there require dual video cards or they won't even install.


At 01:39 AM 3/25/2013, you wrote:

Hi Charlse.

Yes, users guides including installation instructions always seems 
amusing to me too, though I imagine this comes from the old dos days 
in which you would! always have to read how to install the game 
before doing so.


Beware the grue!

Dark.

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Re: [Audyssey] Looking For Something New to Play

2013-03-25 Thread Dakotah Rickard
let me put my two cents in.

First of all, I'd like to see a few more modifications with Swamp. For
example, right now, the default weapons have skills associated with
them, but the newer ones don't.

Then, you have questions like this: if there are now weapon classes,
couldn't you have class-based skills, plus individual weapons skills,
so that you truly did have specializable characters?

I mean, I'd love to see a melee class specialization with skills in
axe and riot shield and maybe even chainsaw.

Maybe Jeremy could put back in the old .45 caliber pistol, giving us
more and more choices in each class.

The thing that makes choice neat is having the ability to feel like
you're in charge of what your chatacter is doing.

Even if the choice doesn't change that much, it can have implications.

Let's say, for example, that you can have the .45 pistol and a
Thompson SMG, or something similar. Those both use .45, a slower, more
powerful, louder ammo than 9mm, which is our standard pitol and smg
ammo at present. Let's suppose that .45 is a little more rare or
expensive, somewhere between 9mm and 7.62mm.

Then, let's suppose that we have a machinegun which takes 5.56, like
the AR15. The m249 is a good choice, or the Stoner LMG.
This would make ammo a little more of a choice, meaning you could
specialize in ammo... collect what you need and sell the rest, as
opposed to having a bunch of everything.

A sniper rifle might be chambered in .50 caliber, as might a gatling
gun class weapon, say something like a Browning .50 caliber
machinegun. The more amo types and weapon types we have, the more the
came will feel as though you can customize your character and playing
style...
For example, back to the .45 caliber ammo, one way to make it make
sense with being slower, more powerful, and louder is to shorten the
range of effectiveness and increase the damage.

Then look at the AK assault rifle. It could use 7.62 mm ammo, but
would you want to equip that rifle with that expensive of ammo? It
might be worth it if the rifle is significantly more powerful than the
AR15.
Questions like that keep things interesting.
All I'm getting at is this. Swamp could be more customizable to make
you feel more like you're in control of your character, to make the
game even more replayable. Look at most sighted people's games.
Counterstrike has a buttload of guns, but the differences are slight.
Still, people pay money to access new guns, simply to further
customize their character.

As for smaller games, it might be nice to have a game development
cycle, starting with one game, making it playably complete, making a
new game, making that playably complete, then a third, then returning
to the first, taking what you've learned back around, increasing the
games' playability ratings each time. I know that seems confusing, but
I hope it makes sense.

Finally, I also know that we put a lot of pressure on developers. We
have a few Indie devs in our community, and those developers are
one-man teams. Most Indie teams in the sighted world are at least two
people, so we have to be kind, as kind as we can be.
Given that Aprone here has made significantly awesome games, and that
those games are free, kindness isn't a suggestion. It's a human
decency.

Essentially, whatever Aprone makes will be good... It's already
inspired me to new heights of thoughts, especially concerning my own
future in game development.

Signed:
Dakotah Rickard

On 3/24/13, dark d...@xgam.org wrote:
 Hi Tom.

 Castaways actually surprised me very much. i'd not been that much of a fan
 of resource management stratogy games before then, since most of those I'd
 tried had been online pvp ones like the old fantasy empires, or purely
 strategical military games. In those sorts of games the gameplay was
 entirely one way, you set stuff up then basically just leave it working and

 producing while you do military stuff.
 #what game me in castaways however, was how reactive the gameplay is and how

 concerned you needed to be with individual people and their fortunes. For
 example, say I am building a house, well once I have the resources I can
 take a few people off wood and stone production and make them into builders,

 indeed I tend to always turn my peasants into builders so that they
 construct stuff quickly, however if someone gets injured on the job I'll
 need someone els to take time out of their schedule to become a doctor.

 I'd love to see more of this complexity, I know for instance Aprone was
 considdering an actual harvest cycle with growing seasons, heck, I'd love to

 see the minutist aspects of life controled so that you need coblers, makers

 of buckits and crockery,  could improve your cooking by having your
 blacksmith make knives and cooking pots, need to assign a midwife when one
 of your people had a baby, need to find medicinal herbs etc.

 There are just so many aspects of life Castaways could! cover, not to
 mention going further and onto bigger scale with 

[Audyssey] Trying to contact blindsoftware.com

2013-03-25 Thread Ryan Conroy
Hey everyone,

This is a copy of an EMail I wrote to blindsoftware. I can not reach them by 
Email, by phone, or through there website. Did they shut down?
Anyways, here's the Email:
Hi,
I've been trying to contact you for weeks now. I've emailed 
supp...@blindsoftware.com, I've called the company, ETC. This is my last 
attempt. Oh, just so you know, your supp...@blindsoftware.com Email bounced 
back at me.
I just restored all my unlock codes for all the games, but I'm having some 
trouble getting classic pipe, and classic troopanum to work. I remember back 
when I had them working last, there was a separate file I needed to install to 
make those work. I don't know what kinda file it is, but I do not have it.
The error I keep getting is:
Pipe 1.0 graphic 798 
graphic 775  Error 1556 license file not valid for this computer.
OK
All the other games work besides these two. The error is the same for both as 
far as the error.
Any help would be appreciated.
Ryan

Breathe Right#174; Flu Relief
Have the Flu? Breathe Better So You Can Feel Better. Try Breathe Right!
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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Dark,

Yes, definitely. I think Shades of Doom could use for a few more areas
to explore, bonus levels so to speak, as well as a couple of bonus
enemies now and then. Still one thing I think Shades of Doom does well
is while it has some sort of complex mazes it also offers a navigation
system above and beyond the average audio game.

For example, I believe the first attempt at an audio FPS was Monkey
Business. While playable I find its navigation system a far cruder and
less accessible navigation system than that of Shades of Doom.
Teraformers is another FPS that was decent, but its navigation system
doesn't live up to Shades of Doom quality either. Its for this reason
that I have attempted to borrow ideas from GMA when and where
possible.

As you may or may not know a couple of years ago I actually built a
prototype of MOTA using a full 3d FPS environment. Turns out the
Shades of Doom navigation system works just as well in a 3d FPS
environment as a 2d one accept I needed to add some additional
directional comments to the navigational scan such as ledge above and
to the left in 15 feet, or ledge below and to the right in 10 feet. It
required a little more scanning but once you got familiar with the
layout it wasn't too bad.

The one thing it did do for me is it was far better than Shades of
Doom because the levels were larger, had more complexity to them, more
rooms to explore, and that is why it saddens me that people want a
side-scroller. Side-scrollers are OK, but you'll never get the same
degree of exploration out of one of those as a full 3d FPS can provide
just because you are limited to a 2d environment.

Still I agree that we are really ready for more complex levels.
Even in terms of 2d side-scrollers we haven't even began to touch the
full potential of such games. Perilous Hearts is probably the first
audio game that allows you to climb trees, swing from vines, and fight
enemies on the ground and in the air. That is a good thing, but its
easy to forget that games like Legend of Kage, which was released in
the mid 1980's for the NES, had this ability 25 years ago.  Seems to
me Pitfall II also involved a jungle level where Harry had to climb
vines, swing from tree to tree, and so forth and that was released at
least 20 years ago as well.

Point being that games like Perilous Hearts is just now bringing audio
games up to the level of mainstream games from a couple of decades
ago. Its now time to begin incorporating those ideas and showing V.I.
gamers what really can be done in audio.


On 3/25/13, dark d...@xgam.org wrote:
 Hi Tom.

 As you know I'm an exploration fiend, so the maze aspect of shades of doom
 is very much something else I like about the game, aprticularly given that
 David did a great job with ambient sound sources in the maze which give it
 an interesting background to explore too even though the game didn't involve

 much music. combine this with the item randomization and you've got a great

 game with lots of replay.

 The two things I'd have liked to see in shades most are 1, more enemies,
 since the 7 or so types the game has do seem a little samy after a while
 especially mid game,  and 2, more areas which it was not! necessary to
 complete to finish the game, but which added to the over all levels.

 To explain, as it stand you need to pretty much go everywhere on each level

 to make sure you get all the data wafers and those messages. it'd be great
 to see a game that has false trails as well as genuine routes through the
 levels, so that people can choose to explore fully or to just head for the
 exit. This would be particularly of advantage in a game with stat boosts or

 other extras to collect, since then there is always the possibility that
 exploring leads to more items.

 this is something many of my favourite exploration games do, indeed in many

 of the more recent and large size fan created Turrican levels, there are so

 many false trails that finding the correct route is near impossible,
 aprticularly considdering Turrican levels can have their exit anywhere, and

 some of the fan created ones are truly gigantic!

 While I know some people find exploration in audio based games a trial, I'd

 say that thanks to shades and swamp, not to mention previous mota betas ad
 games like Airic, we're familiar enough now over using things like
 coordinates, difference in environment (be these sound sources, room names
 or whatever), to be albe to have maps at least as complex as those in a game

 like Original prince of persia.

 Beware the Grue!

 Dark.


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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of 

Re: [Audyssey] Trying to contact blindsoftware.com

2013-03-25 Thread Ron Kolesar

Hi Rian.
I just forwarded your letter to the tech support guy for Blind software.
He will be getting back to you.
Ron who was a beta tester for the pipe version two better known as blast 
chamber.




Ron and current Leader Dog boz who states
that a service dog beats a cane paws down any day of the week.
-Original Message- 
From: Ryan Conroy

Sent: Monday, March 25, 2013 6:03 PM
To: gamers@audyssey.org
Subject: [Audyssey] Trying to contact blindsoftware.com

Hey everyone,

This is a copy of an EMail I wrote to blindsoftware. I can not reach them by 
Email, by phone, or through there website. Did they shut down?

Anyways, here's the Email:
Hi,
I've been trying to contact you for weeks now. I've emailed 
supp...@blindsoftware.com, I've called the company, ETC. This is my last 
attempt. Oh, just so you know, your supp...@blindsoftware.com Email bounced 
back at me.
I just restored all my unlock codes for all the games, but I'm having some 
trouble getting classic pipe, and classic troopanum to work. I remember back 
when I had them working last, there was a separate file I needed to install 
to make those work. I don't know what kinda file it is, but I do not have 
it.

The error I keep getting is:
Pipe 1.0 graphic 798
graphic 775  Error 1556 license file not valid for this computer.
OK
All the other games work besides these two. The error is the same for both 
as far as the error.

Any help would be appreciated.
Ryan

Breathe Right#174; Flu Relief
Have the Flu? Breathe Better So You Can Feel Better. Try Breathe Right!
http://thirdpartyoffers.juno.com/TGL3131/5150c9e17b86749e1360fst01vuc
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Re: [Audyssey] Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Dark,

Yes, agreed. I thought something similar about Castaways. Increasing
the number of jobs and character classes would make for a more
interesting game all around.

Something else I thought would be cool is instead of building one ship
to sail away building some sort of patrol boats that could attack the
goblins as they came a shore and could guard the island from pirates
and other raiders. That would in turn require a special job or class
of character such as seaman to man the patrol boats.

I'd also like the ability to build better fortifications. I know we
can build guard towers in the first mission, the walls in later
missions, but I'd prefer to be able to build walls and other
fortifications in all missions. A castle would be nice as a general
fortification if nothing else.

Cheers!



On 3/24/13, dark d...@xgam.org wrote:
 Hi Tom.

 Castaways actually surprised me very much. i'd not been that much of a fan
 of resource management stratogy games before then, since most of those I'd
 tried had been online pvp ones like the old fantasy empires, or purely
 strategical military games. In those sorts of games the gameplay was
 entirely one way, you set stuff up then basically just leave it working and

 producing while you do military stuff.
 #what game me in castaways however, was how reactive the gameplay is and how

 concerned you needed to be with individual people and their fortunes. For
 example, say I am building a house, well once I have the resources I can
 take a few people off wood and stone production and make them into builders,

 indeed I tend to always turn my peasants into builders so that they
 construct stuff quickly, however if someone gets injured on the job I'll
 need someone els to take time out of their schedule to become a doctor.

 I'd love to see more of this complexity, I know for instance Aprone was
 considdering an actual harvest cycle with growing seasons, heck, I'd love to

 see the minutist aspects of life controled so that you need coblers, makers

 of buckits and crockery,  could improve your cooking by having your
 blacksmith make knives and cooking pots, need to assign a midwife when one
 of your people had a baby, need to find medicinal herbs etc.

 There are just so many aspects of life Castaways could! cover, not to
 mention going further and onto bigger scale with what you can build.

 fpor me this was a totally new experience and I'd love to see more of it.

 Beware the Grue!

 Dark.


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Re: [Audyssey] killing replay value - Re: replayability andUsagameswas Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Dark,

Exactly. I think that more than anything else is what I'd like to see
in more audio games. Even if someone creates a walkthrough or gives
away some hint or clue how to beat a game there is still some
challenge required to actually beat the game. Of course, as with
everything else I suppose there will always be some people who can't
complete the game no matter how hard they try.

For example, I have heard of a few people on the list who have tried
to beat Shades of doom and can't. I'm not sure of the specific reasons
for that either they find the mazes too complex, can't hit what they
shoot at, and a few other complaints but the point remains that sort
of game isn't for everyone. Some people can't handle games of a
certain complexity, and there isn't much a game developer can do to
resolve that situation, because sometimes a certain type of game is
too hard for some and too easy for others. The best a game developer
can do is build in difficulty settings and hope the customer finds one
that works for him/her. For me though Shades of Doom is well balanced
between complexity and difficulty, and a balance I hope to reach with
my own games.

Cheers!


On 3/25/13, dark d...@xgam.org wrote:
 Hi Tom.

 That is totially true about walkthroughs, and indeed something I'm more
 familiar with myself. For years, ever since I first discovered the internet,

 I have been using walkthrus instead of instruction manuals to provide access

 to graphical games. For example, in the mega man games I read the
 walkthroughs to find out about the weapons and items in the game (not to
 mention the plot), and the structure of the menues, especially necessary in

 games like mega man zero which have about 80 odd power up items per game to

 collect not to mention a ful rpg script with dialogue.

 None of this info however changed the fact that I still had to physically
 and reflexively finish each game, heck, even knowing which weapons were most

 affective against which enemy didn't, since the actual completion was left
 up to me, which is another reason I've found such games so replayable.

 You are exactly right like games like gma's have this sort of quality, just

 because of the way the combat, navigation and enemy density works, and is
 another reason something like shades is so replayable, since even when you
 know all there is to know about the game, you still have to get there.

 Beware the Grue!

 Dark.


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Re: [Audyssey] killing replay value - Re: replayability and Usa games was Re: Looking For Something New to Play

2013-03-25 Thread Thomas Ward
Hi Shaun,

Well, honestly I personally can't relate. I came from a completely
mainstream gaming experience before I went blind and so I have a
different perspective on this. I didn't play as many text adventures
or simple games as some of you have because immediately after losing
my sight I went after games like Shades of Doom and Lone Wolf that
were more or less like games I had been playing before I lost my
sight.That isn't to say I didn't play simple games, I certainly did,
but I guess I always maintained a certain  level of competency towards
more complex games.

Cheers!

On 3/25/13, shaun everiss sm.ever...@gmail.com wrote:
 I know tom and I suspect that  although we are caipible a lot of us
 me included have been playing simple stuff for ages to adjust is a
 bit of a curve, I know it actually frightens me that I can't handle
 everything at once.


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Re: [Audyssey] Trying to contact blindsoftware.com

2013-03-25 Thread Ryan Conroy
Hey Ron,

Thanks, I appreciate it.

Ryan

-- Original Message --
From: Ron Kolesar kolesar16...@roadrunner.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Trying to contact blindsoftware.com
Date: Mon, 25 Mar 2013 19:20:33 -0400

Hi Rian.
I just forwarded your letter to the tech support guy for Blind software.
He will be getting back to you.
Ron who was a beta tester for the pipe version two better known as blast 
chamber.



Ron and current Leader Dog boz who states
that a service dog beats a cane paws down any day of the week.
-Original Message- 
From: Ryan Conroy
Sent: Monday, March 25, 2013 6:03 PM
To: gamers@audyssey.org
Subject: [Audyssey] Trying to contact blindsoftware.com

Hey everyone,

This is a copy of an EMail I wrote to blindsoftware. I can not reach them by 
Email, by phone, or through there website. Did they shut down?
Anyways, here's the Email:
Hi,
I've been trying to contact you for weeks now. I've emailed 
supp...@blindsoftware.com, I've called the company, ETC. This is my last 
attempt. Oh, just so you know, your supp...@blindsoftware.com Email bounced 
back at me.
I just restored all my unlock codes for all the games, but I'm having some 
trouble getting classic pipe, and classic troopanum to work. I remember back 
when I had them working last, there was a separate file I needed to install 
to make those work. I don't know what kinda file it is, but I do not have 
it.
The error I keep getting is:
Pipe 1.0 graphic 798
graphic 775  Error 1556 license file not valid for this computer.
OK
All the other games work besides these two. The error is the same for both 
as far as the error.
Any help would be appreciated.
Ryan

Breathe Right#174; Flu Relief
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Re: [Audyssey] Trying to contact blindsoftware.com

2013-03-25 Thread Ron Kolesar

No problem.
Just glad that I could help you outl.
Tom said that he has checked his mail and the letter that I've shipped 
hasn't bounced back yet.

So you should be hearing from Tom shortly.
Check out Blast chamber for a good thrill. GRIN.
It puts classic pipe to shame.
But that's just my opinion. GRIN.



Ron and current Leader Dog boz who states
that a service dog beats a cane paws down any day of the week.
-Original Message- 
From: Ryan Conroy

Sent: Monday, March 25, 2013 9:07 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Trying to contact blindsoftware.com

Hey Ron,

Thanks, I appreciate it.

Ryan

-- Original Message --
From: Ron Kolesar kolesar16...@roadrunner.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Trying to contact blindsoftware.com
Date: Mon, 25 Mar 2013 19:20:33 -0400

Hi Rian.
I just forwarded your letter to the tech support guy for Blind software.
He will be getting back to you.
Ron who was a beta tester for the pipe version two better known as blast
chamber.



Ron and current Leader Dog boz who states
that a service dog beats a cane paws down any day of the week.
-Original Message- 
From: Ryan Conroy

Sent: Monday, March 25, 2013 6:03 PM
To: gamers@audyssey.org
Subject: [Audyssey] Trying to contact blindsoftware.com

Hey everyone,

This is a copy of an EMail I wrote to blindsoftware. I can not reach them by
Email, by phone, or through there website. Did they shut down?
Anyways, here's the Email:
Hi,
I've been trying to contact you for weeks now. I've emailed
supp...@blindsoftware.com, I've called the company, ETC. This is my last
attempt. Oh, just so you know, your supp...@blindsoftware.com Email bounced
back at me.
I just restored all my unlock codes for all the games, but I'm having some
trouble getting classic pipe, and classic troopanum to work. I remember back
when I had them working last, there was a separate file I needed to install
to make those work. I don't know what kinda file it is, but I do not have
it.
The error I keep getting is:
Pipe 1.0 graphic 798
graphic 775  Error 1556 license file not valid for this computer.
OK
All the other games work besides these two. The error is the same for both
as far as the error.
Any help would be appreciated.
Ryan

Breathe Right#174; Flu Relief
Have the Flu? Breathe Better So You Can Feel Better. Try Breathe Right!
http://thirdpartyoffers.juno.com/TGL3131/5150c9e17b86749e1360fst01vuc
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[Audyssey] shades of doom

2013-03-25 Thread Charles Rivard
I think the only reason I haven't beaten Shades of Doom is that I just 
haven't sat down and played it for long stretches of time.  As to why, I 
don't know, because I do like the game.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 25, 2013 7:53 PM
Subject: Re: [Audyssey] killing replay value - Re: replayability 
andUsagameswas Re: Looking For Something New to Play




Hi Dark,

Exactly. I think that more than anything else is what I'd like to see
in more audio games. Even if someone creates a walkthrough or gives
away some hint or clue how to beat a game there is still some
challenge required to actually beat the game. Of course, as with
everything else I suppose there will always be some people who can't
complete the game no matter how hard they try.

For example, I have heard of a few people on the list who have tried
to beat Shades of doom and can't. I'm not sure of the specific reasons
for that either they find the mazes too complex, can't hit what they
shoot at, and a few other complaints but the point remains that sort
of game isn't for everyone. Some people can't handle games of a
certain complexity, and there isn't much a game developer can do to
resolve that situation, because sometimes a certain type of game is
too hard for some and too easy for others. The best a game developer
can do is build in difficulty settings and hope the customer finds one
that works for him/her. For me though Shades of Doom is well balanced
between complexity and difficulty, and a balance I hope to reach with
my own games.

Cheers! 



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Re: [Audyssey] shades of doom

2013-03-25 Thread Thomas Ward
Hi Charles,

That would definitely be a good reason. Shades of Doom is the type of
game you need to spend a couple of hours with per sitting to get good
at. If you are the kind of gamer who sits down, plays for 15 minutes,
and walks away you'll never get far with Shades of Doom just because
you need a lot of practice aiming and firing your weapons, need to
learn the mazes, and need to discover the secrets in the game.

Some special items are easy to miss because they are in hidden
location. if you don't spend a bunch of time looking for them chances
are you will miss them or overlook them. :D

On 3/25/13, Charles Rivard wee1s...@fidnet.com wrote:
 I think the only reason I haven't beaten Shades of Doom is that I just
 haven't sat down and played it for long stretches of time.  As to why, I
 don't know, because I do like the game.

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] patience - Re: replayability and Usa games was Re: Looking ForSomething New to Play

2013-03-25 Thread Thomas Ward
Hi Charles,

Yes, I do tend to work on other projects besides the major ones.. For
a while I was working on MOTA exclusively but discovered that I can't
focus on any single project for that long without going a bit crazy.
There are other ideas that I'd like to see produced, and besides it
helps break up the work load.

I discovered back in 2006 when I was writing Monte and STFC at the
same time that I enjoyed switching between those two projects. I'd
work on Monte in the morning, go eat lunch, and come back and work on
STFC for a while. Somedays I'd work on STFC and others just Monte.
Either way the work did get done, and if I was having a mental block,
just got tired of working on the one project, I could return to the
other project with a fresh perspective. In this way I jugled the work
load and wasn't stuck with the same code day in and day out.

What I am doing now is similar, but the projects aren't necessarily
something I intend to publish. I have a few sample games I'm writing
for Linux for me to play, and some of them have a rather adult
oriented theme. Nothing wrong with that, but I am uncertain how I feel
about releasing adult oriented games on the USA Games website. :D

Cheers!

On 3/22/13, Charles Rivard wee1s...@fidnet.com wrote:
 I think that Tom is working on other game titles to break up the monotony,
 and to also as a refresher.  Plus, they keep him going as far as game
 production.  Of course, he has had setbacks such as other life issues and
 computer bummers, too.  I'm willing to wait until the Ark of Hope is
 finished to his satisfaction, and based from what we've already gotten, it
 will also be up to our expectations.  I'm also confident that we will be
 getting raceway.  One thing that I do give him credit for is that he keeps
 us abreast of what's up with his projects, which I also appreciate.

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] shades of doom

2013-03-25 Thread Charles Rivard
Like getting through cracks in walls?  I had never encountered that sort of 
thing in a game before.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 25, 2013 10:25 PM
Subject: Re: [Audyssey] shades of doom



Hi Charles,

That would definitely be a good reason. Shades of Doom is the type of
game you need to spend a couple of hours with per sitting to get good
at. If you are the kind of gamer who sits down, plays for 15 minutes,
and walks away you'll never get far with Shades of Doom just because
you need a lot of practice aiming and firing your weapons, need to
learn the mazes, and need to discover the secrets in the game.

Some special items are easy to miss because they are in hidden
location. if you don't spend a bunch of time looking for them chances
are you will miss them or overlook them. :D



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Re: [Audyssey] shades of doom

2013-03-25 Thread Thomas Ward
Hi Charles,

Yes, exactly. There is a crack in the wall I want to say level 4 where
you can pick up a armor upgrade not available to say level 5 if you
miss it. Its been a while so I forget where exactly where it is, but
there are little secret places like that in the game that are easily
missed and are only available if you  know where to look for them. Its
things like that which makes Shades of Doom a good game, because I
didn't discover everything like that all at once and only became aware
of them after weeks of playing.

On 3/26/13, Charles Rivard wee1s...@fidnet.com wrote:
 Like getting through cracks in walls?  I had never encountered that sort of

 thing in a game before.

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