[Audyssey] Quick question on something.
Hello. I am in the middle of playing Treasure Hunt and Night of Parasite. I play one game for a little while then I take a break for a few hours then I play the other. I am doing this until I complete the games. Now to my question. I really enjoy the format of both games and would like to know of any other titles that are set up the same. The gameplay is the exact same in Night of Parasite as it is in Treasure Hunt. Thanks! --- 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] Quick question on something.
Hi Michael, Well, off the top of my head I believe Self-Destruct and Teraformers are both setup that way. Beyond that I can't really help as I personally hate the movement in those games. They use a simplistic method of up arrow for north, down arrow for south, left arrow for west, and right arrow for east which is to blind user specific for me. I like games that use standard conventions like in mainstream games where the user can turn 360 degrees and move in any direction. Cheers! On 10/5/13, michael barnes c...@samobile.net wrote: Hello. I am in the middle of playing Treasure Hunt and Night of Parasite. I play one game for a little while then I take a break for a few hours then I play the other. I am doing this until I complete the games. Now to my question. I really enjoy the format of both games and would like to know of any other titles that are set up the same. The gameplay is the exact same in Night of Parasite as it is in Treasure Hunt. Thanks! --- 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] Quick question on something.
Hi Tom. Just a miner correction, Terraformers doesn't actually use that system, Terraformers is full first person similar to swap or shades, however you cannot side step which makes movement a little clunky, though workable for the puzzle type game terraformers is. Operation Black square from Dragonaps has that sort of movement, as does Airic the clerric, as a conscious effort to echo the top down perspective of something like zelda, and of course Entombed uses it in Dungeons. Then there are the arcade games like super deakout (and it's original), Great toy robbery, super egghunt and so on, although there the movements are less tyle based and a little more fluid. Myself, this is how I've personally always got that sort of movement system, a top down third person view in audio as opposed to the first person view used by something like Swamp or shades of doom (or indeed terraformers). The only problem I've noticed is that it's very difficult in this perspective to actually give the player the ability to anticipate and learn there way around enemy attacks, meaning that your either running away as soon as you perceive an enemy, or just having a hear it, hit it fast sort of gameplay, which is why games in this view never really held my attention despite the design on many other aspects something like night of parasite has. The only way I could see it working is some sort of enemy viewer letting you know the distance and position of nearby enemies rather like the object view in shades, and then sounds for specific attacks so that when you came upon a given enemy who attacked you would know how to avoid them, eg, a sound for ramming, a sound for shooting etc, though this would make the game feel somewhat closer to playing chess or even playing a roguelike than a fast action audio game. in general I'm not really convinced this view is up to fast action, accept of the very basic hear a sound and move towards or away style of gameplay which games like super egghunt have, though as I've said, this is almost a general problem of audio games, how to present the player with enough information to require them to make snap judgements rather than basic reactions, albeit games like swamp have included much of that. 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] Quick question on something.
Hi Dark, Thanks for the correction. I couldn't remember if Terraformers used that movement system or not, but I do know I have generally found it lacking in action games as you apparently have as well. It is okay in certain games like Entombed where it really does not depend on real time game play. In Entombed you move around in real time, but when it comes to actual combat that is turned based which works out rather well for that style of game. However, in other games like Self-Destruct or Night of Parasite I just found that top-down perspective a bit funky. Of course, part of my complaint is the same one you yourself addressed. Too many games fall into the hear it/hit it mentality that gets pretty old after a while. I want more games where you have to think about your attack more and have more ability to move around and attack from different angles and positions. Cheers! On 10/5/13, dark d...@xgam.org wrote: Hi Tom. Just a miner correction, Terraformers doesn't actually use that system, Terraformers is full first person similar to swap or shades, however you cannot side step which makes movement a little clunky, though workable for the puzzle type game terraformers is. Operation Black square from Dragonaps has that sort of movement, as does Airic the clerric, as a conscious effort to echo the top down perspective of something like zelda, and of course Entombed uses it in Dungeons. Then there are the arcade games like super deakout (and it's original), Great toy robbery, super egghunt and so on, although there the movements are less tyle based and a little more fluid. Myself, this is how I've personally always got that sort of movement system, a top down third person view in audio as opposed to the first person view used by something like Swamp or shades of doom (or indeed terraformers). The only problem I've noticed is that it's very difficult in this perspective to actually give the player the ability to anticipate and learn there way around enemy attacks, meaning that your either running away as soon as you perceive an enemy, or just having a hear it, hit it fast sort of gameplay, which is why games in this view never really held my attention despite the design on many other aspects something like night of parasite has. The only way I could see it working is some sort of enemy viewer letting you know the distance and position of nearby enemies rather like the object view in shades, and then sounds for specific attacks so that when you came upon a given enemy who attacked you would know how to avoid them, eg, a sound for ramming, a sound for shooting etc, though this would make the game feel somewhat closer to playing chess or even playing a roguelike than a fast action audio game. in general I'm not really convinced this view is up to fast action, accept of the very basic hear a sound and move towards or away style of gameplay which games like super egghunt have, though as I've said, this is almost a general problem of audio games, how to present the player with enough information to require them to make snap judgements rather than basic reactions, albeit games like swamp have included much of that. 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] Quick question on something.
Hi Tom. Well, really in genre terms I pick on this aspect in the top down games because we haven't really seen much advances. Perilous hearts had the complex enemy behaviour and different attack lengths, and I know this is something we discussed a great deal for your own side scroller, heck, even Q9 had minimal stratogy given that enemies like bears were better to take out at a distance or by playing hit and run. Of course, the full first person games like shades and swamp had their different enemy attacks and styles, remember using proximity mines on gelatinous blobs or those nasty gun happy mutant humans, heck, gtc even had dodging and countering enemy fire as a major component of gameplay in a first person perspective, and this is something games like Swamp, or indeed papasangre and the Nightjar on the Iphone have taken to a hole new level (the somethin else games are pretty much just! working around different forms of enemies in first person). For action games in the top down view however, it seems things hadn't advanced half that far, principley because it is dam difficult to actually gage where an enemy is or what it is doing before having to go into that hammer buttons fast attack fest. I'm fairly sure this could! be rectified, with advanced enemy viewing tools, and with enemies actually attacking the player rather than just running into him/her at random, but it's not something we've seen yet, though that's a shame given how easy it is in the top down perspective to create complex layouts to explore. This is why I personally believe if any game will advance our audio understanding of such a perspective it'll be The Airic games, since those have probably the most successful attempts at labyrinths, albeit I'm not convinced on fighting really having much complexity yet (a shame they took out the spin attack from the demo and only gave you guards shooting at you in the final area).. 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.