[Audyssey] AGM thoughts and suggestions.

2007-08-05 Thread Thomas Ward
Hello Richard,
I've spent quite a bit of time with AGM over the passed two days, and I 
think I am ready to make an initial report about my findings and end 
user experience. I'm well aware as I write this that you had a fixed 
budget, little time, and this is a proof of concept so I'll try and 
tailor my thoughts with that in mind.

1. As a proof of concept I think AGM is a briliant concept. I especially 
like the concept of being able to drop building blocks, game objects, on 
a grid and set properties and reactions This makes designing games very 
fast and takes allot of grunt work out of really designing a game from 
scratch.
However, I have noticed there really is no way to have the game randomly 
place or generate a building block which is bad for replay value and 
makes the games more or less all the same. I think future releases 
should be able to allow the developer to place a building block randomly 
between x1-x2 and y1-y2.
A simple treasure hunting game would require some kind of random 
generation. If you were hunting for gold coins I'd like to skatter them 
around the game playing area randomly rather than having all the coins 
appear in the same place game after game.

2. One major accessibility feature AGM lacks is a good way to find out 
what direction I am facing. I saw a sort of fix for this in the manual, 
but it still isn't all that helpful at times.
What I'd like to see is in the reaction sounds for the player be able to 
set a wav sound file for north, south, east, and west and when you press 
a key like f have it say north, ssouth, east, west, etc..


3. One area I really did not like about AGM was the games I create can't 
give me much feedback on current ammo, health, distance to enemies, etc. 
This is all vital information I need for bigger and more complex ideas.


4. This is probably very miner, but I'm not happy with the arrow key 
setup for AGM. The control key to exit is fine and space is fine, but I 
really wish up and down arrow were used rather then left and right. 
Using left and right feels weird to me, and here is why.
When I think of menus I think of a column of items in descending order 
rather than across.
When I open a pull down menu in most Windows applications such as file, 
edit, tools, etc up and down arrow cycles through the menu options and 
enter selects them. This is a universal standard for menus for Mac, 
Linux, Windows, etc.


5. One thing I noticed in AGM cycling through the menu choices is slow 
if you have to use the arrows to jump to them. Hot keys or accelerator 
keys would help allot. For example, while in the main menu pressing n 
should create a new game, l for load game, s for save game, and so on. 
This would be very very nice, and speed up production allot.

6. When you create building blocks each of them have numbers 1, 2, 3,  
4,, etc based on the order they are dropped. Unfortunately, this doesn't 
allow the designer the ability to figure out how many building blocks 
he/she has created of that type.
For example, if you put six aponents on the grid they should be  labeled 
aponent 1 through 6. Then, if you put two triggers on the grid they 
should be triggerr 1 and trigger 2. Rather Than, the way things are 
labeled now like player 1, aponent 2, trigger 3, aponent 4, etc... That 
is kind of confusing.

7. I realise that AGM is suppose to be a very simple idea, but I find it 
difficult to write anything serious without being able to alter the 
games AI for the game characters. Perhaps this desire comes from me 
being a developer, and in my games I have total control of that aspect. 
In any case I'd like to be able to change the enemies behaviors weather 
that enemy will try to attack, flee, switch to a different weapon, bla. 
The AI is far to static and predictable for my taistes.

8. Finally, AGM leaves much to be desired if I want to put menus into my 
games. Sure I can put message blocks in a row, attach portals etc, but 
that entire way of going about it is like a big kluge. I could probably 
write a menu in C++, C#, or Visual Basic three times faster than doing 
all the work in AGM to make menus.
Perhaps there needs to be a menu building block, and more thought out 
ways of making menus.

Hth.


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Re: [Audyssey] AGM thoughts and suggestions.

2007-08-05 Thread AudioGames.net
Hi Thomas,

Excellent feedback, really much appreciated and really, really useful!!! 
Thanks for taking the time! Some inside information:

1. I think it is possible to create random appearing items using 
calculators, and possible portals. Will discuss with Michiel.
2. Fully agree!!! Suggestion noted!
3. Even more fully agree!!! This would require a more sophisticated message 
block, which could handle player/game properties. Good suggestion!
4. We could make this optional through User Settings. I prefer for user to 
set their own key configuration ultimately, not just these keys, but all 
keys.
5. Good suggestion. With all hotkeys, of course, comes the learning process, 
which can take time and may not be usefull for all. However, I agree. Noted!
6. (k... this is the inside information ;): We discussed this because we 
wanted to have it like this. It would have been possible to do it like this, 
however, it would have taken Michiel a lot more time to program it like this 
(why I don't know, but I take his word for it). Because now, when you add 
and delete a building block 20 times, the first building block in your 
environment could be named player 21 which is really weird. This we want 
to change as well! Noted!!!
7. AI is a field of its own in ludology. It's really hard to think about 
simple adjustable AI in a 'game building tool' because very soon you realize 
that you really want to have the developer script events and behaviours. AI 
is about a character changing behaviour to gameplay which can not really be 
expressed in parameters such as health and ammo, or behaviour = hostile. I 
full agree this is a very weak point in the design of AGM. Any suggestions 
are welcome. My suggestion is to make some sort of building-block scripting 
language, consisting of building blocks (each basically some sort of 
pre-written script) related to behaviour.
8. Yes, this has been suggested many times already. The menu building 
block :) Noted - we want it too!

Thanks again, Thomas! Very helpful!

Sincerely,

Richard!


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 05, 2007 8:50 PM
Subject: [Audyssey] AGM thoughts and suggestions.


 Hello Richard,
 I've spent quite a bit of time with AGM over the passed two days, and I
 think I am ready to make an initial report about my findings and end
 user experience. I'm well aware as I write this that you had a fixed
 budget, little time, and this is a proof of concept so I'll try and
 tailor my thoughts with that in mind.

 1. As a proof of concept I think AGM is a briliant concept. I especially
 like the concept of being able to drop building blocks, game objects, on
 a grid and set properties and reactions This makes designing games very
 fast and takes allot of grunt work out of really designing a game from
 scratch.
 However, I have noticed there really is no way to have the game randomly
 place or generate a building block which is bad for replay value and
 makes the games more or less all the same. I think future releases
 should be able to allow the developer to place a building block randomly
 between x1-x2 and y1-y2.
 A simple treasure hunting game would require some kind of random
 generation. If you were hunting for gold coins I'd like to skatter them
 around the game playing area randomly rather than having all the coins
 appear in the same place game after game.

 2. One major accessibility feature AGM lacks is a good way to find out
 what direction I am facing. I saw a sort of fix for this in the manual,
 but it still isn't all that helpful at times.
 What I'd like to see is in the reaction sounds for the player be able to
 set a wav sound file for north, south, east, and west and when you press
 a key like f have it say north, ssouth, east, west, etc..


 3. One area I really did not like about AGM was the games I create can't
 give me much feedback on current ammo, health, distance to enemies, etc.
 This is all vital information I need for bigger and more complex ideas.


 4. This is probably very miner, but I'm not happy with the arrow key
 setup for AGM. The control key to exit is fine and space is fine, but I
 really wish up and down arrow were used rather then left and right.
 Using left and right feels weird to me, and here is why.
 When I think of menus I think of a column of items in descending order
 rather than across.
 When I open a pull down menu in most Windows applications such as file,
 edit, tools, etc up and down arrow cycles through the menu options and
 enter selects them. This is a universal standard for menus for Mac,
 Linux, Windows, etc.


 5. One thing I noticed in AGM cycling through the menu choices is slow
 if you have to use the arrows to jump to them. Hot keys or accelerator
 keys would help allot. For example, while in the main menu pressing n
 should create a new game, l for load game, s for save game, and so on.
 This would be very very