[Audyssey] Quick question on something.

2013-10-05 Thread michael barnes

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!

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Re: [Audyssey] Quick question on something.

2013-10-05 Thread Thomas Ward
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!

 ---
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Re: [Audyssey] Quick question on something.

2013-10-05 Thread dark

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. 



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Re: [Audyssey] Quick question on something.

2013-10-05 Thread Thomas Ward
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.


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Re: [Audyssey] Quick question on something.

2013-10-05 Thread dark

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. 



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