Re: [Audyssey] The Future of MOTA

2012-02-09 Thread shaun everiss

aah.
Well if not like that, could you make the sounds/music sound retro, 
ok, proper sounds and I guess the navigation stuff and steps will 
have to be normal, but the rest.

If not sounds then maybe music, not sure how though.
At 06:58 p.m. 8/02/2012 -0500, you wrote:

Hi Shaun,

I was thinking a game kind of retro but not that retro. The sound
effects in Atari games are useless to a blind gamer. Basically, a
bunch of boops, bleeps, and beeps that are meaningless without
describing each and every sound. Besides I don't have anything like
that in my library.

Think of this as a modern remake of a classic game much like the games
on the Retro Remakes sight are based on a classic Atari or Nintendo
game, but  have updated graphics, music, and sound that makes it more
modern. The new game would be similar here.

Cheers!


On 2/8/12, shaun everiss sm.ever...@gmail.com wrote:
 to be honest, I'd like a game that would sound like the system it was based
 on.
 So if this game is supposed to come from atary I'd like it to sound
 like that, I am a retro kind of guy.
 q9 is a good game, I have it myself.

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Re: [Audyssey] The Future of MOTA

2012-02-09 Thread Thomas Ward
Hi Shaun,

No. One of the things I pride myself on in developing games is
attempting to make the audio environment as realistic as possible. I
try to create the audio environment as though I were making a movie
with extremely high quality sound effects and music. Using cheap
arcade sounds and music would detract from the game in my opinion, and
wouldn't be all that appealing to me personally.


Cheers!


On 2/9/12, shaun everiss sm.ever...@gmail.com wrote:
 aah.
 Well if not like that, could you make the sounds/music sound retro,
 ok, proper sounds and I guess the navigation stuff and steps will
 have to be normal, but the rest.
 If not sounds then maybe music, not sure how though.

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Re: [Audyssey] The Future of MOTA

2012-02-09 Thread Thomas Ward
Hi Bryan,

Lol! You are right. Big typo on my part. One a spell checker wouldn't
catch unfortunately.



On 2/9/12, BRYAN PETERSON bpeterson2...@cableone.net wrote:
 Just one question. Was Pitfall Harry hairy? LOL. Sorry. Just had to
 comment on that since I assume we were talking about the name Harry
 and not the adjective. And Dark I was just going to mention the Holy
 Hand Grenade. Once the number three, being the third number be
 reached, lobbest thou thy Holy Hand Grenade of Anteok toward thy foe,
 who being naughty in my sight shall snuff it. Amen.

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Re: [Audyssey] The Future of MOTA

2012-02-09 Thread Thomas Ward
Hi Dark,

Yeah, I don't think I made myself clear. Yeah, I was intending for a
certain amount of magic items and creatures to be found in the game
such as magic potions or perhaps a magic weapon or two. The point I
wanted to make was that the main character in of himself can not use
magic since he isn't a mage, wizard, etc.

Now, as to the actual region and Inca, Aztec, or Mayan cultures I
haven't gotten that far. Certainly those three are the biggest groups
in the region, but that is because of centuries of conquest, and even
then there was very little in the way of central authority. Its ironic
that the Spaniards rolled over the Aztecs, the most warlike empire in
Central America, all because Montezuma  was an idiot, but took more
than a century of warfare to beat the Inca's because of a lack of a
central government or authority. They had to beat the Incas one city
at a time.

Cheers!


On 2/8/12, dark d...@xgam.org wrote:
 Hi tom.

 I agree on the main character using magic being not a good idea, but magic
 items,enemies or effects in the game could be fun.

 for instance, statues animated by ancient spells, skeletons and other undead
 as enemies, some mutant or mythical creatures (pitfall had jaguar men as I
 remember), maybe even demonic type creatures such as bestial imps summoned
 to guard the tombs.

 also, you could get some magic weapons that did special stuff, like a magic
 bow with infinite arrows, or an ever burning torch that never needed
 relighting.

 while I've not played the original pitfall, the Snes remake (which i do own
 abd have played a fair bit), does have some things like that, particularly
 some limited use, screen clearing weapons your character has just referd to
 as exploding stones

 while I suppose these could be scientific in origin somehow, it doesn't seem
 likely, given that your explicitely stated to be using ancient Inca weapons
 in the game, and all your other weapons,  a sling that can hit close or
 throw a rock projectile and a boomerang, are pretty in keeping with the
 primative technology theme.

 so, unless the Inca's had handgrinades, magic exploding stones sounds
 reasonable, and could work here too as a weapon you could find, pick up and
 use.

 then again, I suppose hand grenades aren't too unreasonable, afterall that
 famous and oft quoted book of the bible known as the book of Armaments
 refers to the Holy hand grenade of anthiock :D.

 three shal be the number of the counting, and the number of the counting
 shal be three. To four shalt thou not count, neither shalt thou count unto
 two unless thou proceedeth thense to three. Five is right out
 Hurl thou the holy hand grenade at thy foe, for he hath been naughty in my
 site, and he shal snuff it!

 appologies to all those who haven't seen Monty python and the holy graille,
 though I'd recommend anyone who hasn't seen it to deffinately do so! :D.

 Beware the grue!

 Dark.and


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Re: [Audyssey] The Future of MOTA

2012-02-09 Thread shaun everiss

hmmm I wander if you could mario music and sfx then.
Obviously steps and navigation and stuff would have to sound but 
jumps, guns, etc music.

Though if you are aselling it maybe not.
If you are doing a retro game, as close as possible, not stopping 
access for the blind to it, not that far, not beeps or anything.
Basically, I want to hear myself insert the cartredge, start the 
system, hear logos, music, and retro sfx with in reason.
When I exit, I want to hear me shuttdown the console and put the cart 
away, etc.
I've never played an old console, so if this is retro I want to 
emulate as close as possible without going overboard the unit.

At 07:20 p.m. 8/02/2012 -0500, you wrote:

Hi Shaun,

Pitfall was a popular series of games developed during the 80's and
90's featuring an archeologist and explorer named Hairy who
suspiciously looks a bit like Mario. Anyway, the original game for the
Atari was pretty simplistic where you ran through the jungle grabbing
items, jumping traps, and well it wasn't a big deal. However, as the
series went on the games got better with more complex levels, more in
depth storylines,  and involved exploring the jungle, various caves,
ancient temples, and looking for lost artifacts. In one game you were
hunting for the Lost City of Gold. In summary it was an attempt to
create an Indiana Jones type adventure without having to pay Lucasfilm
for the rights to the Indiana Jones trademarks and characters. The
later games in the series are quite good, and I believe would be a
good example of a side-scroller because most of the stuff in the
Pitfall games can be converted into audio.

Case in point. In Pitfall you often had to climb up vines, and jump
from branch to branch to get some item out of a tree or to avoid some
enemy on the ground. Sound familiar?

Well, the first time I picked up Perilous Hearts and played the
concept demo the first thing that came into my mind was the Pitfall
jungle levels. Pitfall played quite a bit like Perilous Hearts with
the ability to climb a tree and use a branch or vine to swing over
quicksand, a pit, or some other trap.

When you got into the caves you might have to climb a rope, swing over
to a switch on the wall, pull it to lower some spikes, and then land
on the ground and run before the spikes pop back up.

That's what I meant by there will be similar elements to MOTA, but not
exactly the same. The later Pitfall games are in the same spirit or
genre of games as Tomb Hunter, but the way it was played is different.
More over since it is a side-scroller itself many ideas can be
borrowed directly from the games as is.

Cheers!


On 2/8/12, shaun everiss sm.ever...@gmail.com wrote:
 hmmm excuse me for my dumbness but what was pitfall.

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Re: [Audyssey] The Future of MOTA

2012-02-09 Thread Thomas Ward
Hi Shaun,

Not to be rude, but repeating myself is getting a bit tiring. I'm not
going to use any retro sound effects, music, jingles, logos, etc.
That's not what the game is about. That's even assuming I use this
revised idea, because there are people who insist on having MOTA just
as it is currently.

Plus using Mario sound effects, music, etc is copyrighted. I can not
just record sounds, music, whatever from a classic video game like
Super Mario Brothers and use it in a commercial game. That would put
me right back where I started with Montezuma's Revenge.

Cheers!


On 2/9/12, shaun everiss sm.ever...@gmail.com wrote:
 hmmm I wander if you could mario music and sfx then.
 Obviously steps and navigation and stuff would have to sound but
 jumps, guns, etc music.
 Though if you are aselling it maybe not.
 If you are doing a retro game, as close as possible, not stopping
 access for the blind to it, not that far, not beeps or anything.
 Basically, I want to hear myself insert the cartredge, start the
 system, hear logos, music, and retro sfx with in reason.
 When I exit, I want to hear me shuttdown the console and put the cart
 away, etc.
 I've never played an old console, so if this is retro I want to
 emulate as close as possible without going overboard the unit.

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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Michael Feir
Absolutely reasonable Tom. That would, in essence, provide people with
what they ordered and have been waiting so long for. I for one would
be extatic to at last have such a sidescroller in hand. Hopefully,
this decision would allow you to enjoy the creation process of both
titles as fully as possible. I have some understanding of what utter
hell you've gone through trying to live up to a commitment made in
haste so long ago. I sincerely hope things work out well this time
around.

On 2/8/12, Thomas Ward thomasward1...@gmail.com wrote:
 Hello everyone,

 As a lot of you are aware a few weeks ago we made a decision to
 redesign Mysteries of the Ancients and renamed that game Tomb Hunter:
 The Temple of Life. We decided to upgrade to a 3d first-person format,
 and as can be expected got a rather mixed response from the gaming
 community at large. Some loved the idea, and others were decidedly
 upset by the change. So we've been trying to think of a fair solution
 that would make both sides happy and would fulfill our obligations to
 those who preordered Montezuma's Revenge in 2008.

 What we essentially have been considering is developing two separate
 games in tandem. The first would be a side-scroller named Mysteries of
 the Ancients, a substitute for Montezuma's Revenge, and the other
 would be our 3d FPS game, Temple of Life. As the Tomb Hunter series of
 games are intended to be an accessible clone of the Tomb Raider games
 I would like them to take on a 3d first-person format to closely
 resemble the game play of the Tomb Raider games. So that left us with
 the question of what exactly to do with  Mysteries of the Ancients.
 Well, we have come up with an idea we believe you will like.

 Essentially our solution is to develop a game more closely resembling
 the original concept and the game you preordered. Obviously, given the
 copyright issues at hand we can't create Montezuma's Revenge per say,
 but there are a number of classic video games  such as Montezuma's
 Revenge, Pitfall, etc that have a decidedly Indiana Jones type theme
 to them. So while we can't create Montezuma's Revenge exactly it is
 possible to create something that offers the same sort of game play
 and to be honest something we should have thought of doing a long time
 ago.

 In brief what we have been looking at doing is developing a
 side-scroller similar to the Pitfall games where you are in a
 Mezo-American jungle exploring caves, ancient temples, and pyramids
 looking for treasure and artifacts. A long the way you will encounter
 various snakes, giant spiders, skeletons, spirits, etc. There will be
 the usual traps you find in such games like lava pits, fire pits,
 giant spikes, chasms, poison darts, rolling boulders, quicksand, etc.
 Last but not least, it will be a 2d side-scroller with plenty of ropes
 and vines to climb on, stone staircases to ascend and descend, ledges
 to jump up and grab, etc. So in short many of the things you have come
 to know about MOTA will still be there with a slightly different story
 and setting.

 One of the major changes I can see here is while the Tomb Hunter games
 like Temple of Life will feature a female character, Angela Carter,
 we're thinking of using a male character for Mysteries of the
 Ancients. As you might expect he'll be the typical Indiana Jones type
 character who is a historian, archeologist, and adventurer.  Although,
 we don't want to copy the Indiana Jones character too closely given
 Lucas is a fanatic about copyrights,  but we don't believe being able
 to find Indiana Jones leather bull whip somewhere in the game is
 outright steeling George Lucas's copyrights. In addition to the
 classic bull whip we've been thinking of adding some Spanish weapons
 and armor to the game since we'd imagine that swords, daggers, knives,
 shields, spears, and body armor could possibly be left behind in
 various ruins. Plus all of the native Americans that lived in Central
 and South America made tools and weapons out of bone and stone. Those
 would be easier to find given that iron weapons will rust but stone
 weapons are practically impervious to decay as long as they aren't
 exposed to the weather.

 That leaves us with one more issue we haven't decided upon, but is
 open to discussion. That is the sf element of the game. In Montezuma's
 Revenge, for example, it was sort of a combo of ancient weapons and
 magic with some decidedly technological traps like electric walls,
 vanishing platforms, and things like that. It was a bit strange having
 torches, swords, rolling boulders, existing side by side with
 technological traps that have no explanation for their existence.
 We're thinking of being decidedly low tech for this game as we're not
 at all sure that such things should exist in an ancient ruins unless
 there is a realistic explanation for their existence the way Lucas did
 in Kingdom of the Crystal Skull.

 Anyway, we're looking forward to your thoughts. Is this something you
 would 

Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Mike Maslo
What is the status of the FPS?

Will that be put on hold while you finish developing this side scrollr?

To answer the question you asked I would agree low-tech would be best

Sent from my iPhone

On Feb 8, 2012, at 8:16 AM, Thomas Ward thomasward1...@gmail.com wrote:

 Hello everyone,
 
 As a lot of you are aware a few weeks ago we made a decision to
 redesign Mysteries of the Ancients and renamed that game Tomb Hunter:
 The Temple of Life. We decided to upgrade to a 3d first-person format,
 and as can be expected got a rather mixed response from the gaming
 community at large. Some loved the idea, and others were decidedly
 upset by the change. So we've been trying to think of a fair solution
 that would make both sides happy and would fulfill our obligations to
 those who preordered Montezuma's Revenge in 2008.
 
 What we essentially have been considering is developing two separate
 games in tandem. The first would be a side-scroller named Mysteries of
 the Ancients, a substitute for Montezuma's Revenge, and the other
 would be our 3d FPS game, Temple of Life. As the Tomb Hunter series of
 games are intended to be an accessible clone of the Tomb Raider games
 I would like them to take on a 3d first-person format to closely
 resemble the game play of the Tomb Raider games. So that left us with
 the question of what exactly to do with  Mysteries of the Ancients.
 Well, we have come up with an idea we believe you will like.
 
 Essentially our solution is to develop a game more closely resembling
 the original concept and the game you preordered. Obviously, given the
 copyright issues at hand we can't create Montezuma's Revenge per say,
 but there are a number of classic video games  such as Montezuma's
 Revenge, Pitfall, etc that have a decidedly Indiana Jones type theme
 to them. So while we can't create Montezuma's Revenge exactly it is
 possible to create something that offers the same sort of game play
 and to be honest something we should have thought of doing a long time
 ago.
 
 In brief what we have been looking at doing is developing a
 side-scroller similar to the Pitfall games where you are in a
 Mezo-American jungle exploring caves, ancient temples, and pyramids
 looking for treasure and artifacts. A long the way you will encounter
 various snakes, giant spiders, skeletons, spirits, etc. There will be
 the usual traps you find in such games like lava pits, fire pits,
 giant spikes, chasms, poison darts, rolling boulders, quicksand, etc.
 Last but not least, it will be a 2d side-scroller with plenty of ropes
 and vines to climb on, stone staircases to ascend and descend, ledges
 to jump up and grab, etc. So in short many of the things you have come
 to know about MOTA will still be there with a slightly different story
 and setting.
 
 One of the major changes I can see here is while the Tomb Hunter games
 like Temple of Life will feature a female character, Angela Carter,
 we're thinking of using a male character for Mysteries of the
 Ancients. As you might expect he'll be the typical Indiana Jones type
 character who is a historian, archeologist, and adventurer.  Although,
 we don't want to copy the Indiana Jones character too closely given
 Lucas is a fanatic about copyrights,  but we don't believe being able
 to find Indiana Jones leather bull whip somewhere in the game is
 outright steeling George Lucas's copyrights. In addition to the
 classic bull whip we've been thinking of adding some Spanish weapons
 and armor to the game since we'd imagine that swords, daggers, knives,
 shields, spears, and body armor could possibly be left behind in
 various ruins. Plus all of the native Americans that lived in Central
 and South America made tools and weapons out of bone and stone. Those
 would be easier to find given that iron weapons will rust but stone
 weapons are practically impervious to decay as long as they aren't
 exposed to the weather.
 
 That leaves us with one more issue we haven't decided upon, but is
 open to discussion. That is the sf element of the game. In Montezuma's
 Revenge, for example, it was sort of a combo of ancient weapons and
 magic with some decidedly technological traps like electric walls,
 vanishing platforms, and things like that. It was a bit strange having
 torches, swords, rolling boulders, existing side by side with
 technological traps that have no explanation for their existence.
 We're thinking of being decidedly low tech for this game as we're not
 at all sure that such things should exist in an ancient ruins unless
 there is a realistic explanation for their existence the way Lucas did
 in Kingdom of the Crystal Skull.
 
 Anyway, we're looking forward to your thoughts. Is this something you
 would consider a reasonable compromise for Montezuma's Revenge?
 
 Thomas Ward
 USA Games Interactive
 http://www.usagamesinteractive.com
 
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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Phil Vlasak

Hi Thomas,
I applaud you for the decision to split up the 2d and 3d games.
However I see no reason to remove Angela Carter,
from the 2d game, unless you have a male voice actor that has already 
recorded all the things she says in the game.
One suggestion is to change the pitch on the 2d voice so it is a little 
higher and a little younger than the current voice.
For example I increased the pitch of Sarah's voice in my Hogwarts game by 
ten percent so she sounds younger, and also to take ten percent off the size 
of my game.
Phil 



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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Charles Rivard
Michael:  I wish I could write as well as you do.  I agree with you one! 
hundred! percent!


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Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Michael Feir michael.f...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 08, 2012 8:39 AM
Subject: Re: [Audyssey] The Future of MOTA



Absolutely reasonable Tom. That would, in essence, provide people with
what they ordered and have been waiting so long for. I for one would
be extatic to at last have such a sidescroller in hand. Hopefully,
this decision would allow you to enjoy the creation process of both
titles as fully as possible. I have some understanding of what utter
hell you've gone through trying to live up to a commitment made in
haste so long ago. I sincerely hope things work out well this time
around.

On 2/8/12, Thomas Ward thomasward1...@gmail.com wrote:

Hello everyone,

As a lot of you are aware a few weeks ago we made a decision to
redesign Mysteries of the Ancients and renamed that game Tomb Hunter:
The Temple of Life. We decided to upgrade to a 3d first-person format,
and as can be expected got a rather mixed response from the gaming
community at large. Some loved the idea, and others were decidedly
upset by the change. So we've been trying to think of a fair solution
that would make both sides happy and would fulfill our obligations to
those who preordered Montezuma's Revenge in 2008.

What we essentially have been considering is developing two separate
games in tandem. The first would be a side-scroller named Mysteries of
the Ancients, a substitute for Montezuma's Revenge, and the other
would be our 3d FPS game, Temple of Life. As the Tomb Hunter series of
games are intended to be an accessible clone of the Tomb Raider games
I would like them to take on a 3d first-person format to closely
resemble the game play of the Tomb Raider games. So that left us with
the question of what exactly to do with  Mysteries of the Ancients.
Well, we have come up with an idea we believe you will like.

Essentially our solution is to develop a game more closely resembling
the original concept and the game you preordered. Obviously, given the
copyright issues at hand we can't create Montezuma's Revenge per say,
but there are a number of classic video games  such as Montezuma's
Revenge, Pitfall, etc that have a decidedly Indiana Jones type theme
to them. So while we can't create Montezuma's Revenge exactly it is
possible to create something that offers the same sort of game play
and to be honest something we should have thought of doing a long time
ago.

In brief what we have been looking at doing is developing a
side-scroller similar to the Pitfall games where you are in a
Mezo-American jungle exploring caves, ancient temples, and pyramids
looking for treasure and artifacts. A long the way you will encounter
various snakes, giant spiders, skeletons, spirits, etc. There will be
the usual traps you find in such games like lava pits, fire pits,
giant spikes, chasms, poison darts, rolling boulders, quicksand, etc.
Last but not least, it will be a 2d side-scroller with plenty of ropes
and vines to climb on, stone staircases to ascend and descend, ledges
to jump up and grab, etc. So in short many of the things you have come
to know about MOTA will still be there with a slightly different story
and setting.

One of the major changes I can see here is while the Tomb Hunter games
like Temple of Life will feature a female character, Angela Carter,
we're thinking of using a male character for Mysteries of the
Ancients. As you might expect he'll be the typical Indiana Jones type
character who is a historian, archeologist, and adventurer.  Although,
we don't want to copy the Indiana Jones character too closely given
Lucas is a fanatic about copyrights,  but we don't believe being able
to find Indiana Jones leather bull whip somewhere in the game is
outright steeling George Lucas's copyrights. In addition to the
classic bull whip we've been thinking of adding some Spanish weapons
and armor to the game since we'd imagine that swords, daggers, knives,
shields, spears, and body armor could possibly be left behind in
various ruins. Plus all of the native Americans that lived in Central
and South America made tools and weapons out of bone and stone. Those
would be easier to find given that iron weapons will rust but stone
weapons are practically impervious to decay as long as they aren't
exposed to the weather.

That leaves us with one more issue we haven't decided upon, but is
open to discussion. That is the sf element of the game. In Montezuma's
Revenge, for example, it was sort of a combo of ancient weapons and
magic with some decidedly technological traps like electric walls,
vanishing platforms, and things like that. It was a bit strange having
torches, swords, rolling boulders, existing side by side with
technological traps that have no explanation for their existence.
We're thinking

Re: [Audyssey] The Future of MOTA

2012-02-08 Thread dark

Hi Tom.

As you can imagine I like this news very much. i was sorry Mota 
stopped,  not because I was totally against a 3D game or tied to a side 
scroller, but simply because Mota was doing things we've not seen in an 
audio side scroller before. Vertical movement, analogue jumping, mazelike 
levels, keys and doors etc.


Now, it sounds like though more of an arcade game, a pitfall game would 
still! have all of those elements, and indeed probably I'm guessing you'll 
use some of that code that you spent all the blood and tears writing.
I'd also be extremely glad to help in the voice department if I can as well, 
though obviously for that game you might want an American main character so 
as to be more distant from mota,  still if you need other parts doing 
let me know.


as regard traps and such, I like the idea of keeping things low tech,   
perhaps even having one or two magical elements or enemies such as giant 
scorpions, demons and the like (the astecs certainly had some less than 
pleasant gods who would make very nice bosses or antagonists in the game).


I actually think The scifi elements in the first monti game for the Atari, 
such as the conveyers and electricity, were not actually there by design, 
but there because they were graphically easier to represent, sinse afterall 
to create electricity all you needed was a blue wavy line with a bit of 
fuzz, where as animating something like a gilliteen would be far more 
difficult.


it's quite possible to think of low tech ways of creating timing and ground 
traps,  for instance instead of intermitent turning on and off 
electricity, a falling and rising blade or stone weight on a rope, and for 
conveyrs a flowing current of water or sliding sand.


Deffinately a good idea and I look forward to seeing where it goes.

beware the grue!

Dark. 



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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Michael,

That's basically the way my wife and I saw the situation as well. We
can't offer people Montezuma's Revenge, but there is nothing saying we
can't produce a game similar in design and story.  Plus we have a lot
of sounds left over from the development of Montezuma's Revenge as
well as MOTA itself that this should not be an expensive endeavor for
us. Mostly it will take time, but certainly not a great deal of time
since we have an existing game engine, Genesis, and we have some
tested code from MOTA beta 22 itself to work with. I can see putting
out a game like this in a fairly short length of time once we get
started with it.

As for personal interest I'm excited to do it. For one thing even
though Pitfall and games like that are simplistic compared to games of
today I really liked them, and is one reason I took over Montezuma's
Revenge in the first place. As Dark has so often mentioned Super Liam,
Q9, etc are good games, but they consistently fail to live up to the
expectations we have when comparing them to even relatively simple
games from the Atari, Sega, and NES era of games.  Here is a chance to
give everyone a retro game that has all of the features we would
expect from a 2d side-scroller from the 80's and 90's, and be similar
in feel to Pitfall or Montezuma's Revenge that you would in effect be
getting almost exactly what you paid for.

Cheers!



On 2/8/12, Michael Feir michael.f...@gmail.com wrote:
 Absolutely reasonable Tom. That would, in essence, provide people with
 what they ordered and have been waiting so long for. I for one would
 be extatic to at last have such a sidescroller in hand. Hopefully,
 this decision would allow you to enjoy the creation process of both
 titles as fully as possible. I have some understanding of what utter
 hell you've gone through trying to live up to a commitment made in
 haste so long ago. I sincerely hope things work out well this time
 around.


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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread michael barnes

I hope this time that the game will be completely finish.
I would love to see this game get made into a full version game and not 
a beta.  I have one question about MOTA is there going to be any kind 
of end level bosses?


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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Dark,

Yep. The new game will simply be an adaptation of the existing MOTA
code from beta 22 since all of the basic code is there such as menus,
jumping, running, swimming,  saving/loading games, whatever. All I
really need to do is redesign the levels, perhaps update the enemy AI
for newenemies, use different sounds, and bingo. We've got a different
game based on some well tested code. I could probably have a beta or
concept demo out in a month because of the simplicity of working with
a template.

As for traps that makes sense. Certainly its easier to draw a wall of
electricity than a large blade that moves up and down or spins in
place. All of the traps in Montezuma's Revenge were very very
simplistic because they were easy to draw, and didn't require complex
graphics. Fire pits, lava pits, drop-offs, and burning ropes are
child's play for a programmer. The traps seen in Prince of Persia were
slightly more advanced, but then again so was the graphics technology
etc which made drawing them possible. In this case we don't need to
worry about teh graphics, and can do anything we want as long as we
can represent it in audio.

Cheers!



On 2/8/12, dark d...@xgam.org wrote:
 Hi Tom.

 As you can imagine I like this news very much. i was sorry Mota
 stopped,  not because I was totally against a 3D game or tied to a side
 scroller, but simply because Mota was doing things we've not seen in an
 audio side scroller before. Vertical movement, analogue jumping, mazelike
 levels, keys and doors etc.

 Now, it sounds like though more of an arcade game, a pitfall game would
 still! have all of those elements, and indeed probably I'm guessing you'll
 use some of that code that you spent all the blood and tears writing.
 I'd also be extremely glad to help in the voice department if I can as well,
 though obviously for that game you might want an American main character so
 as to be more distant from mota,  still if you need other parts doing
 let me know.

 as regard traps and such, I like the idea of keeping things low tech, 
 perhaps even having one or two magical elements or enemies such as giant
 scorpions, demons and the like (the astecs certainly had some less than
 pleasant gods who would make very nice bosses or antagonists in the game).

 I actually think The scifi elements in the first monti game for the Atari,
 such as the conveyers and electricity, were not actually there by design,
 but there because they were graphically easier to represent, sinse afterall
 to create electricity all you needed was a blue wavy line with a bit of
 fuzz, where as animating something like a gilliteen would be far more
 difficult.

 it's quite possible to think of low tech ways of creating timing and ground
 traps,  for instance instead of intermitent turning on and off
 electricity, a falling and rising blade or stone weight on a rope, and for
 conveyrs a flowing current of water or sliding sand.

 Deffinately a good idea and I look forward to seeing where it goes.

 beware the grue!

 Dark.


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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Michael,

I really can't say at this point. I'm still developing the idea. What
I gave you was an outline rather than a full blown story. All I can
say for sure is conceptually it will borrow ideas from Montezuma's
Revenge, Pitfall, Prince of Persia and other side-scrollers from that
era to give game players the classic retro feel.

If there are going to be any bosses I'd imagine they would be some
kind of Aztec god or goddess which would be found in the temples. I'll
be developing those ideas as I write the storyline and do background
research for the game.

Cheers!


On 2/8/12, michael barnes c...@samobile.net wrote:
 I hope this time that the game will be completely finish.
 I would love to see this game get made into a full version game and not
 a beta.  I have one question about MOTA is there going to be any kind
 of end level bosses?

 --
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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Phil,

Yes and no. While I could use Angela Carter in this game there are
good reasons not to use her.

For one this will not be a part of the Tomb Hunter series. It is
intended to be a stand alone game adventure much the same way
Montezuma's Revenge was. Plus I intend the game to be a throwback to
the classic side-scrollers from the 80's where you get so many points
for gathering gold coins, jewels, magic potions, and slaying monsters.
That kind of game is completely different in design from something
like Tomb Raider that is heavily based on puzzle solving and
navigating a 3d environment more than scoring points etc.

In short, while I want this game to be fun, enjoyable, and hopefully
have good replay value its not going to have the same degree of
features as something like Tomb Raider would. I probably won't have a
lot of cutscenes and things like that as I'm going to try and emulate
the retro feel as best as I can. The retro feel I'm aiming for in MOTA
and the totally modern feel of Temple of Life are so different as to
be quite different games in the end. So I felt it made sense to have a
male character in MOTA. Of course, it could be possible to create a
team of characters with different abilities to add more replay value.

Cheers!


On 2/8/12, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I applaud you for the decision to split up the 2d and 3d games.
 However I see no reason to remove Angela Carter,
  from the 2d game, unless you have a male voice actor that has already
 recorded all the things she says in the game.
 One suggestion is to change the pitch on the 2d voice so it is a little
 higher and a little younger than the current voice.
 For example I increased the pitch of Sarah's voice in my Hogwarts game by
 ten percent so she sounds younger, and also to take ten percent off the size
 of my game.
 Phil


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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Shiny protector

Hello Thomas,

Will the bosses be possessing any powers when your dueling them? For 
instance, maybe one of the bosses could be 7 foot high, with 3 gigantic 
clawed arms and a spiked head which is resistent to bows, arrows, or any 
type of gun. The only weapon that has a high likelyhood of defeating the 
boss can be a sword which grants you extra strength and speed during battle. 
The boss can have powers like levetating objects in front of him, serving as 
a type of sheeld against your offensive strike, the ability to make spikes 
shoot up from the ground, and the ability to shoot a huge wave of fire at 
you which is strong enough to shake the walls around your position.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 08, 2012 5:18 PM
Subject: Re: [Audyssey] The Future of MOTA



Hi Michael,

I really can't say at this point. I'm still developing the idea. What
I gave you was an outline rather than a full blown story. All I can
say for sure is conceptually it will borrow ideas from Montezuma's
Revenge, Pitfall, Prince of Persia and other side-scrollers from that
era to give game players the classic retro feel.

If there are going to be any bosses I'd imagine they would be some
kind of Aztec god or goddess which would be found in the temples. I'll
be developing those ideas as I write the storyline and do background
research for the game.

Cheers!


On 2/8/12, michael barnes c...@samobile.net wrote:

I hope this time that the game will be completely finish.
I would love to see this game get made into a full version game and not
a beta.  I have one question about MOTA is there going to be any kind
of end level bosses?

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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Mike,

The FPS game, Temple of Life, is still under development. I've had to
make some serious changes to the source code to convert it from 2d to
3d and its still buggy. I expect another two or three months before
I'll have a public beta ready although its functionally playable.

If I work on Mysteries of the Ancients, update it with the new game
idea, I'd have to temporarily put Temple of Life on the back burner
while I get MOTA beta 22 updated with the new code. that shouldn't
take long, but of course won't happen over night either.

Cheers!


On 2/8/12, Mike Maslo mmaslo1...@swbell.net wrote:
 What is the status of the FPS?

 Will that be put on hold while you finish developing this side scrollr?

 To answer the question you asked I would agree low-tech would be best

 Sent from my iPhone


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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Muhammed,

As I told Michael. I have not taken any time to think about bosses or
anything that detailed yet. All I will say is that bosses will
probably be taken out of Aztec mythology, and therefore powers and
abilities will be based on the myth and legends for those creatures.
So let's not get too far ahead of my rough outline as that's all it is
at this point.

Cheers!

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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Clement Chou
Sounds good to me. I like the idea of two games, though I will be keeping my 
eye on the fps title for sure slightly more than the side scroller since 
I've been after a game like that for a while, and shades of doom and monkey 
business really didn't do me any justice. A couple of weapons to think 
about.. being in presumeably mexico or somewhere in latin-america, there are 
two weapons I have been thinking about which would be cool to see in a 
game... both come from aztec designs. There's the tekpatl, which was the 
sacrificial dagger used by aztecs.. being made of obsidian, it'd be a great 
combat weapon plus be hard enough to last, and most likely not decay being 
made from volcanic glass and probably underground. The macuhitl is also 
another one, more in the fashion of a club, but with obsidian on both 
sides... which creates a kind of club. And since you're talking about a 
modern-day historian / archeologist, a machete wouldn't be out of order... 
along with the usual guns and the like. The two weapons I mentioned were 
just possibilities for things you would find while exploring the ruins.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 08, 2012 6:16 AM
Subject: [Audyssey] The Future of MOTA



Hello everyone,

As a lot of you are aware a few weeks ago we made a decision to
redesign Mysteries of the Ancients and renamed that game Tomb Hunter:
The Temple of Life. We decided to upgrade to a 3d first-person format,
and as can be expected got a rather mixed response from the gaming
community at large. Some loved the idea, and others were decidedly
upset by the change. So we've been trying to think of a fair solution
that would make both sides happy and would fulfill our obligations to
those who preordered Montezuma's Revenge in 2008.

What we essentially have been considering is developing two separate
games in tandem. The first would be a side-scroller named Mysteries of
the Ancients, a substitute for Montezuma's Revenge, and the other
would be our 3d FPS game, Temple of Life. As the Tomb Hunter series of
games are intended to be an accessible clone of the Tomb Raider games
I would like them to take on a 3d first-person format to closely
resemble the game play of the Tomb Raider games. So that left us with
the question of what exactly to do with  Mysteries of the Ancients.
Well, we have come up with an idea we believe you will like.

Essentially our solution is to develop a game more closely resembling
the original concept and the game you preordered. Obviously, given the
copyright issues at hand we can't create Montezuma's Revenge per say,
but there are a number of classic video games  such as Montezuma's
Revenge, Pitfall, etc that have a decidedly Indiana Jones type theme
to them. So while we can't create Montezuma's Revenge exactly it is
possible to create something that offers the same sort of game play
and to be honest something we should have thought of doing a long time
ago.

In brief what we have been looking at doing is developing a
side-scroller similar to the Pitfall games where you are in a
Mezo-American jungle exploring caves, ancient temples, and pyramids
looking for treasure and artifacts. A long the way you will encounter
various snakes, giant spiders, skeletons, spirits, etc. There will be
the usual traps you find in such games like lava pits, fire pits,
giant spikes, chasms, poison darts, rolling boulders, quicksand, etc.
Last but not least, it will be a 2d side-scroller with plenty of ropes
and vines to climb on, stone staircases to ascend and descend, ledges
to jump up and grab, etc. So in short many of the things you have come
to know about MOTA will still be there with a slightly different story
and setting.

One of the major changes I can see here is while the Tomb Hunter games
like Temple of Life will feature a female character, Angela Carter,
we're thinking of using a male character for Mysteries of the
Ancients. As you might expect he'll be the typical Indiana Jones type
character who is a historian, archeologist, and adventurer.  Although,
we don't want to copy the Indiana Jones character too closely given
Lucas is a fanatic about copyrights,  but we don't believe being able
to find Indiana Jones leather bull whip somewhere in the game is
outright steeling George Lucas's copyrights. In addition to the
classic bull whip we've been thinking of adding some Spanish weapons
and armor to the game since we'd imagine that swords, daggers, knives,
shields, spears, and body armor could possibly be left behind in
various ruins. Plus all of the native Americans that lived in Central
and South America made tools and weapons out of bone and stone. Those
would be easier to find given that iron weapons will rust but stone
weapons are practically impervious to decay as long as they aren't
exposed to the weather.

That leaves us with one more issue we haven't decided upon, but is
open

Re: [Audyssey] The Future of MOTA

2012-02-08 Thread BRYAN PETERSON
What about the Bola, assuming I spelled it right. I remember those
were featured in the NES game StarTropics wich, though not properly a
side scroller, had asimilar theme since you were exploring ruins and
caves of various kinds.

On 2/8/12, Clement Chou chou.clem...@gmail.com wrote:
 Sounds good to me. I like the idea of two games, though I will be keeping my

 eye on the fps title for sure slightly more than the side scroller since
 I've been after a game like that for a while, and shades of doom and monkey

 business really didn't do me any justice. A couple of weapons to think
 about.. being in presumeably mexico or somewhere in latin-america, there are

 two weapons I have been thinking about which would be cool to see in a
 game... both come from aztec designs. There's the tekpatl, which was the
 sacrificial dagger used by aztecs.. being made of obsidian, it'd be a great

 combat weapon plus be hard enough to last, and most likely not decay being
 made from volcanic glass and probably underground. The macuhitl is also
 another one, more in the fashion of a club, but with obsidian on both
 sides... which creates a kind of club. And since you're talking about a
 modern-day historian / archeologist, a machete wouldn't be out of order...
 along with the usual guns and the like. The two weapons I mentioned were
 just possibilities for things you would find while exploring the ruins.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, February 08, 2012 6:16 AM
 Subject: [Audyssey] The Future of MOTA


 Hello everyone,

 As a lot of you are aware a few weeks ago we made a decision to
 redesign Mysteries of the Ancients and renamed that game Tomb Hunter:
 The Temple of Life. We decided to upgrade to a 3d first-person format,
 and as can be expected got a rather mixed response from the gaming
 community at large. Some loved the idea, and others were decidedly
 upset by the change. So we've been trying to think of a fair solution
 that would make both sides happy and would fulfill our obligations to
 those who preordered Montezuma's Revenge in 2008.

 What we essentially have been considering is developing two separate
 games in tandem. The first would be a side-scroller named Mysteries of
 the Ancients, a substitute for Montezuma's Revenge, and the other
 would be our 3d FPS game, Temple of Life. As the Tomb Hunter series of
 games are intended to be an accessible clone of the Tomb Raider games
 I would like them to take on a 3d first-person format to closely
 resemble the game play of the Tomb Raider games. So that left us with
 the question of what exactly to do with  Mysteries of the Ancients.
 Well, we have come up with an idea we believe you will like.

 Essentially our solution is to develop a game more closely resembling
 the original concept and the game you preordered. Obviously, given the
 copyright issues at hand we can't create Montezuma's Revenge per say,
 but there are a number of classic video games  such as Montezuma's
 Revenge, Pitfall, etc that have a decidedly Indiana Jones type theme
 to them. So while we can't create Montezuma's Revenge exactly it is
 possible to create something that offers the same sort of game play
 and to be honest something we should have thought of doing a long time
 ago.

 In brief what we have been looking at doing is developing a
 side-scroller similar to the Pitfall games where you are in a
 Mezo-American jungle exploring caves, ancient temples, and pyramids
 looking for treasure and artifacts. A long the way you will encounter
 various snakes, giant spiders, skeletons, spirits, etc. There will be
 the usual traps you find in such games like lava pits, fire pits,
 giant spikes, chasms, poison darts, rolling boulders, quicksand, etc.
 Last but not least, it will be a 2d side-scroller with plenty of ropes
 and vines to climb on, stone staircases to ascend and descend, ledges
 to jump up and grab, etc. So in short many of the things you have come
 to know about MOTA will still be there with a slightly different story
 and setting.

 One of the major changes I can see here is while the Tomb Hunter games
 like Temple of Life will feature a female character, Angela Carter,
 we're thinking of using a male character for Mysteries of the
 Ancients. As you might expect he'll be the typical Indiana Jones type
 character who is a historian, archeologist, and adventurer.  Although,
 we don't want to copy the Indiana Jones character too closely given
 Lucas is a fanatic about copyrights,  but we don't believe being able
 to find Indiana Jones leather bull whip somewhere in the game is
 outright steeling George Lucas's copyrights. In addition to the
 classic bull whip we've been thinking of adding some Spanish weapons
 and armor to the game since we'd imagine that swords, daggers, knives,
 shields, spears, and body armor could possibly be left behind in
 various ruins. Plus all

Re: [Audyssey] The Future of MOTA

2012-02-08 Thread shaun everiss
Tom, its my vote you just release the game level1 or whatever for 
free at beta 15 to those that want it and wish to whine.
I have watched you go over several incarnations of this game and I am 
passed caring.

They want a side scroler game.
many have been complaining.
I suggest you release beta 15, without all the new features and 
comercial sfx ofcause.

Its crap but so what.
Then forget about it and move on.
I am all for the 3d fps style.
The other option could be a challenge, that is.
1 have 3d levels of the game.
2.  have some parts that are needed to be done via side scrolers.
3. have some puzzle levels or something I don't know.
That was just something I just thought of it sounds quite hard but I 
have seen that in some sighted adventures a friend and I play.
If all this is because of  the origional preorder base, the beta that 
had you fight several monsters with the minotor and dog thing at the 
end of the levels, the one that used the old directx things etc, that 
was stable.

Release that for free to the customer base.
They can have their crappy game they have been waiting for for ages 
and ages and will not nagg you.

If they want the other then they can have it.
The latest version as it is even on easy is quite hard but then I 
have never been a scroler man myself.

At 09:16 a.m. 8/02/2012 -0500, you wrote:

Hello everyone,

As a lot of you are aware a few weeks ago we made a decision to
redesign Mysteries of the Ancients and renamed that game Tomb Hunter:
The Temple of Life. We decided to upgrade to a 3d first-person format,
and as can be expected got a rather mixed response from the gaming
community at large. Some loved the idea, and others were decidedly
upset by the change. So we've been trying to think of a fair solution
that would make both sides happy and would fulfill our obligations to
those who preordered Montezuma's Revenge in 2008.

What we essentially have been considering is developing two separate
games in tandem. The first would be a side-scroller named Mysteries of
the Ancients, a substitute for Montezuma's Revenge, and the other
would be our 3d FPS game, Temple of Life. As the Tomb Hunter series of
games are intended to be an accessible clone of the Tomb Raider games
I would like them to take on a 3d first-person format to closely
resemble the game play of the Tomb Raider games. So that left us with
the question of what exactly to do with  Mysteries of the Ancients.
Well, we have come up with an idea we believe you will like.

Essentially our solution is to develop a game more closely resembling
the original concept and the game you preordered. Obviously, given the
copyright issues at hand we can't create Montezuma's Revenge per say,
but there are a number of classic video games  such as Montezuma's
Revenge, Pitfall, etc that have a decidedly Indiana Jones type theme
to them. So while we can't create Montezuma's Revenge exactly it is
possible to create something that offers the same sort of game play
and to be honest something we should have thought of doing a long time
ago.

In brief what we have been looking at doing is developing a
side-scroller similar to the Pitfall games where you are in a
Mezo-American jungle exploring caves, ancient temples, and pyramids
looking for treasure and artifacts. A long the way you will encounter
various snakes, giant spiders, skeletons, spirits, etc. There will be
the usual traps you find in such games like lava pits, fire pits,
giant spikes, chasms, poison darts, rolling boulders, quicksand, etc.
Last but not least, it will be a 2d side-scroller with plenty of ropes
and vines to climb on, stone staircases to ascend and descend, ledges
to jump up and grab, etc. So in short many of the things you have come
to know about MOTA will still be there with a slightly different story
and setting.

One of the major changes I can see here is while the Tomb Hunter games
like Temple of Life will feature a female character, Angela Carter,
we're thinking of using a male character for Mysteries of the
Ancients. As you might expect he'll be the typical Indiana Jones type
character who is a historian, archeologist, and adventurer.  Although,
we don't want to copy the Indiana Jones character too closely given
Lucas is a fanatic about copyrights,  but we don't believe being able
to find Indiana Jones leather bull whip somewhere in the game is
outright steeling George Lucas's copyrights. In addition to the
classic bull whip we've been thinking of adding some Spanish weapons
and armor to the game since we'd imagine that swords, daggers, knives,
shields, spears, and body armor could possibly be left behind in
various ruins. Plus all of the native Americans that lived in Central
and South America made tools and weapons out of bone and stone. Those
would be easier to find given that iron weapons will rust but stone
weapons are practically impervious to decay as long as they aren't
exposed to the weather.

That leaves us with one more issue we haven't decided upon, 

Re: [Audyssey] The Future of MOTA

2012-02-08 Thread shaun everiss

hmmm excuse me for my dumbness but what was pitfall.
At 04:44 p.m. 8/02/2012 +, you wrote:

Hi Tom.

As you can imagine I like this news very much. i was sorry Mota 
stopped,  not because I was totally against a 3D game or tied to 
a side scroller, but simply because Mota was doing things we've not 
seen in an audio side scroller before. Vertical movement, analogue 
jumping, mazelike levels, keys and doors etc.


Now, it sounds like though more of an arcade game, a pitfall game 
would still! have all of those elements, and indeed probably I'm 
guessing you'll use some of that code that you spent all the blood 
and tears writing.
I'd also be extremely glad to help in the voice department if I can 
as well, though obviously for that game you might want an American 
main character so as to be more distant from mota,  still if you 
need other parts doing let me know.


as regard traps and such, I like the idea of keeping things low tech, 
perhaps even having one or two magical elements or enemies such as 
giant scorpions, demons and the like (the astecs certainly had some 
less than pleasant gods who would make very nice bosses or 
antagonists in the game).


I actually think The scifi elements in the first monti game for the 
Atari, such as the conveyers and electricity, were not actually 
there by design, but there because they were graphically easier to 
represent, sinse afterall to create electricity all you needed was a 
blue wavy line with a bit of fuzz, where as animating something like 
a gilliteen would be far more difficult.


it's quite possible to think of low tech ways of creating timing and 
ground traps,  for instance instead of intermitent turning on 
and off electricity, a falling and rising blade or stone weight on a 
rope, and for conveyrs a flowing current of water or sliding sand.


Deffinately a good idea and I look forward to seeing where it goes.

beware the grue!

Dark.

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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread shaun everiss

to be honest, I'd like a game that would sound like the system it was based on.
So if this game is supposed to come from atary I'd like it to sound 
like that, I am a retro kind of guy.

q9 is a good game, I have it myself.
At 11:57 a.m. 8/02/2012 -0500, you wrote:

Hi Michael,

That's basically the way my wife and I saw the situation as well. We
can't offer people Montezuma's Revenge, but there is nothing saying we
can't produce a game similar in design and story.  Plus we have a lot
of sounds left over from the development of Montezuma's Revenge as
well as MOTA itself that this should not be an expensive endeavor for
us. Mostly it will take time, but certainly not a great deal of time
since we have an existing game engine, Genesis, and we have some
tested code from MOTA beta 22 itself to work with. I can see putting
out a game like this in a fairly short length of time once we get
started with it.

As for personal interest I'm excited to do it. For one thing even
though Pitfall and games like that are simplistic compared to games of
today I really liked them, and is one reason I took over Montezuma's
Revenge in the first place. As Dark has so often mentioned Super Liam,
Q9, etc are good games, but they consistently fail to live up to the
expectations we have when comparing them to even relatively simple
games from the Atari, Sega, and NES era of games.  Here is a chance to
give everyone a retro game that has all of the features we would
expect from a 2d side-scroller from the 80's and 90's, and be similar
in feel to Pitfall or Montezuma's Revenge that you would in effect be
getting almost exactly what you paid for.

Cheers!



On 2/8/12, Michael Feir michael.f...@gmail.com wrote:
 Absolutely reasonable Tom. That would, in essence, provide people with
 what they ordered and have been waiting so long for. I for one would
 be extatic to at last have such a sidescroller in hand. Hopefully,
 this decision would allow you to enjoy the creation process of both
 titles as fully as possible. I have some understanding of what utter
 hell you've gone through trying to live up to a commitment made in
 haste so long ago. I sincerely hope things work out well this time
 around.


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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Tim Kilgore
I think you should have a magic element in the 2 d game as yoy have spirits 
in it as well.


Tim
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 08, 2012 11:34 AM
Subject: Re: [Audyssey] The Future of MOTA



Hi Phil,

Yes and no. While I could use Angela Carter in this game there are
good reasons not to use her.

For one this will not be a part of the Tomb Hunter series. It is
intended to be a stand alone game adventure much the same way
Montezuma's Revenge was. Plus I intend the game to be a throwback to
the classic side-scrollers from the 80's where you get so many points
for gathering gold coins, jewels, magic potions, and slaying monsters.
That kind of game is completely different in design from something
like Tomb Raider that is heavily based on puzzle solving and
navigating a 3d environment more than scoring points etc.

In short, while I want this game to be fun, enjoyable, and hopefully
have good replay value its not going to have the same degree of
features as something like Tomb Raider would. I probably won't have a
lot of cutscenes and things like that as I'm going to try and emulate
the retro feel as best as I can. The retro feel I'm aiming for in MOTA
and the totally modern feel of Temple of Life are so different as to
be quite different games in the end. So I felt it made sense to have a
male character in MOTA. Of course, it could be possible to create a
team of characters with different abilities to add more replay value.

Cheers!


On 2/8/12, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I applaud you for the decision to split up the 2d and 3d games.
However I see no reason to remove Angela Carter,
 from the 2d game, unless you have a male voice actor that has already
recorded all the things she says in the game.
One suggestion is to change the pitch on the 2d voice so it is a little
higher and a little younger than the current voice.
For example I increased the pitch of Sarah's voice in my Hogwarts game by
ten percent so she sounds younger, and also to take ten percent off the 
size

of my game.
Phil


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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Tim,

Define magic in this context. As the main character will be an
archeologist he or she wouldn't possess magic. The existants of
spirits doesn't necessarily hint at magic either as many cultures
believe that we have souls that live on after we die that really
doesn't require magic. Although, the fact there are skeletons
wandering around trying to kill you would definitely lean towards some
supernatural power at work. :D

On 2/8/12, Tim Kilgore tim8...@cox.net wrote:
 I think you should have a magic element in the 2 d game as yoy have spirits
 in it as well.

 Tim

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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Shaun,

I was thinking a game kind of retro but not that retro. The sound
effects in Atari games are useless to a blind gamer. Basically, a
bunch of boops, bleeps, and beeps that are meaningless without
describing each and every sound. Besides I don't have anything like
that in my library.

Think of this as a modern remake of a classic game much like the games
on the Retro Remakes sight are based on a classic Atari or Nintendo
game, but  have updated graphics, music, and sound that makes it more
modern. The new game would be similar here.

Cheers!


On 2/8/12, shaun everiss sm.ever...@gmail.com wrote:
 to be honest, I'd like a game that would sound like the system it was based
 on.
 So if this game is supposed to come from atary I'd like it to sound
 like that, I am a retro kind of guy.
 q9 is a good game, I have it myself.

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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread Thomas Ward
Hi Shaun,

Pitfall was a popular series of games developed during the 80's and
90's featuring an archeologist and explorer named Hairy who
suspiciously looks a bit like Mario. Anyway, the original game for the
Atari was pretty simplistic where you ran through the jungle grabbing
items, jumping traps, and well it wasn't a big deal. However, as the
series went on the games got better with more complex levels, more in
depth storylines,  and involved exploring the jungle, various caves,
ancient temples, and looking for lost artifacts. In one game you were
hunting for the Lost City of Gold. In summary it was an attempt to
create an Indiana Jones type adventure without having to pay Lucasfilm
for the rights to the Indiana Jones trademarks and characters. The
later games in the series are quite good, and I believe would be a
good example of a side-scroller because most of the stuff in the
Pitfall games can be converted into audio.

Case in point. In Pitfall you often had to climb up vines, and jump
from branch to branch to get some item out of a tree or to avoid some
enemy on the ground. Sound familiar?

Well, the first time I picked up Perilous Hearts and played the
concept demo the first thing that came into my mind was the Pitfall
jungle levels. Pitfall played quite a bit like Perilous Hearts with
the ability to climb a tree and use a branch or vine to swing over
quicksand, a pit, or some other trap.

When you got into the caves you might have to climb a rope, swing over
to a switch on the wall, pull it to lower some spikes, and then land
on the ground and run before the spikes pop back up.

That's what I meant by there will be similar elements to MOTA, but not
exactly the same. The later Pitfall games are in the same spirit or
genre of games as Tomb Hunter, but the way it was played is different.
More over since it is a side-scroller itself many ideas can be
borrowed directly from the games as is.

Cheers!


On 2/8/12, shaun everiss sm.ever...@gmail.com wrote:
 hmmm excuse me for my dumbness but what was pitfall.

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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread dark

Hi tom.

I agree on the main character using magic being not a good idea, but magic 
items,enemies or effects in the game could be fun.


for instance, statues animated by ancient spells, skeletons and other undead 
as enemies, some mutant or mythical creatures (pitfall had jaguar men as I 
remember), maybe even demonic type creatures such as bestial imps summoned 
to guard the tombs.


also, you could get some magic weapons that did special stuff, like a magic 
bow with infinite arrows, or an ever burning torch that never needed 
relighting.


while I've not played the original pitfall, the Snes remake (which i do own 
abd have played a fair bit), does have some things like that, particularly 
some limited use, screen clearing weapons your character has just referd to 
as exploding stones


while I suppose these could be scientific in origin somehow, it doesn't seem 
likely, given that your explicitely stated to be using ancient Inca weapons 
in the game, and all your other weapons,  a sling that can hit close or 
throw a rock projectile and a boomerang, are pretty in keeping with the 
primative technology theme.


so, unless the Inca's had handgrinades, magic exploding stones sounds 
reasonable, and could work here too as a weapon you could find, pick up and 
use.


then again, I suppose hand grenades aren't too unreasonable, afterall that 
famous and oft quoted book of the bible known as the book of Armaments 
refers to the Holy hand grenade of anthiock :D.


three shal be the number of the counting, and the number of the counting 
shal be three. To four shalt thou not count, neither shalt thou count unto 
two unless thou proceedeth thense to three. Five is right out
Hurl thou the holy hand grenade at thy foe, for he hath been naughty in my 
site, and he shal snuff it!


appologies to all those who haven't seen Monty python and the holy graille, 
though I'd recommend anyone who hasn't seen it to deffinately do so! :D.


Beware the grue!

Dark.and 



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Re: [Audyssey] The Future of MOTA

2012-02-08 Thread BRYAN PETERSON
Just one question. Was Pitfall Harry hairy? LOL. Sorry. Just had to
comment on that since I assume we were talking about the name Harry
and not the adjective. And Dark I was just going to mention the Holy
Hand Grenade. Once the number three, being the third number be
reached, lobbest thou thy Holy Hand Grenade of Anteok toward thy foe,
who being naughty in my sight shall snuff it. Amen.

On 2/8/12, dark d...@xgam.org wrote:
 Hi tom.

 I agree on the main character using magic being not a good idea, but magic
 items,enemies or effects in the game could be fun.

 for instance, statues animated by ancient spells, skeletons and other undead
 as enemies, some mutant or mythical creatures (pitfall had jaguar men as I
 remember), maybe even demonic type creatures such as bestial imps summoned
 to guard the tombs.

 also, you could get some magic weapons that did special stuff, like a magic
 bow with infinite arrows, or an ever burning torch that never needed
 relighting.

 while I've not played the original pitfall, the Snes remake (which i do own
 abd have played a fair bit), does have some things like that, particularly
 some limited use, screen clearing weapons your character has just referd to
 as exploding stones

 while I suppose these could be scientific in origin somehow, it doesn't seem
 likely, given that your explicitely stated to be using ancient Inca weapons
 in the game, and all your other weapons,  a sling that can hit close or
 throw a rock projectile and a boomerang, are pretty in keeping with the
 primative technology theme.

 so, unless the Inca's had handgrinades, magic exploding stones sounds
 reasonable, and could work here too as a weapon you could find, pick up and
 use.

 then again, I suppose hand grenades aren't too unreasonable, afterall that
 famous and oft quoted book of the bible known as the book of Armaments
 refers to the Holy hand grenade of anthiock :D.

 three shal be the number of the counting, and the number of the counting
 shal be three. To four shalt thou not count, neither shalt thou count unto
 two unless thou proceedeth thense to three. Five is right out
 Hurl thou the holy hand grenade at thy foe, for he hath been naughty in my
 site, and he shal snuff it!

 appologies to all those who haven't seen Monty python and the holy graille,
 though I'd recommend anyone who hasn't seen it to deffinately do so! :D.

 Beware the grue!

 Dark.and


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