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

2013-03-28 Thread Thomas Ward
Hi Ibrahim,

Yes, I do see what you mean. I get  a little sick and tired of the
ingratitude.  of some people too, but I've reached a point where its
just words and it doesn't matter any more. I just let it roll off me
rather than let it get to me.

While I agree Shaun's message was misplaced, kind of irritated me too
at the suggestion of just scrapping all the work I've done, I
understand the intent behind that suggestion. As Shaun himself has
said he was worried about me burning out, and he felt it would be
better if I just cut my losses and started over fresh. If I weren't
the person I am I might just slap together an old beta, release it,
and call it quits. However, that wouldn't be moral or ethical and I am
inclined not to do something like that if I can help it which is why I
do intend a resolution to the preorder situation as soon as I can do
so.  :D

Cheers!

On 3/28/13, Ibrahim Gucukoglu  wrote:
> Hi Thomas.
>
> I'm sorry, both to you and Shaun, it just gets me sometimes the attitude on
>
> here, the ingratitude.  I never suggested James intended to cut and run,
> however he did and I personally paid for games which were never received
> such as Max Shrapnel.  My problem lies in the fact that it looked like Shaun
>
> was ripping in to you, telling you to abandon MOTA and start again and I
> guess his email and the way it was phrased got my goat up.  I am just as
> keen as everyone else to see new games developed for the AG community,
> however they aren't or at least not as rapidly, certainly not as intensely
> being produced, so anyone flaming or otherwise discouraging fellow
> developers has to be resisted if not squashed before it gets started right?
>
> Everyone has their bugbears and that was just mine, it certainly wasn't my
> intention to piss anyone off.
>
> All the best, Ibrahim.
>

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

2013-03-27 Thread shaun everiss
no problem, I never started the stuff with james or pushed him, I 
heard things on here and ofcause the rumors and other  junk never 
concentrated on it.
I however was  worried about burnout, james eventually did it and 
after tom saying he had motivational issues with his stuff I was 
scared of burn out.
maybe I put to much of my worries into my mail, I sertainly don't 
speak the way I write they are 2 different things.


At 06:06 PM 3/28/2013, you wrote:

Hi Thomas.

I'm sorry, both to you and Shaun, it just gets me sometimes the 
attitude on here, the ingratitude.  I never suggested James intended 
to cut and run, however he did and I personally paid for games which 
were never received such as Max Shrapnel.  My problem lies in the 
fact that it looked like Shaun was ripping in to you, telling you to 
abandon MOTA and start again and I guess his email and the way it 
was phrased got my goat up.  I am just as keen as everyone else to 
see new games developed for the AG community, however they aren't or 
at least not as rapidly, certainly not as intensely being produced, 
so anyone flaming or otherwise discouraging fellow developers has to 
be resisted if not squashed before it gets started right? Everyone 
has their bugbears and that was just mine, it certainly wasn't my 
intention to piss anyone off.


All the best, Ibrahim.

-Original Message- From: Thomas Ward
Sent: Wednesday, March 27, 2013 8:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] replayability and Usa games was Re: Looking 
For Something New to Play


Hi all,

I'm coming to this post a bit late, but please let's stop the flaming
here. No matter how we all feel about the unfortunate situation with
James North, what was it, six years ago its really passed time to put
it behind us. I can understand your frustration with some list members
such as Shaun but ripping him a new one on list isn't the way to
handle it. :D

Ibrahim, regarding the games James North had in production I said
this before and I will say it again I am certain it wasn't his intent
to take the money and run. After all, I have in my possession the
source code for three different games he was working on, and know for
a fact he was working on them. However, it is my belief the stress,
the pressure, the demands of certain individuals in this community
that resulted in him just throwing in the towel and walking away from
it all. Leaving as he did was wrong, but its also understandable. End
of story.

On 3/25/13, Ibrahim Gucukoglu  wrote:

Hi Shaun.

Jesus Christ, Shaun, your attitude absolutely sucks.  James North was a
brilliant innovator, his games are testaments to what can be achieved with
diligence, commitment and passion.  Sadly James lost that passion because of

individuals like you, always pushing for more, always wining about
inadequacies, always piling on the pressure for this and that to be
released.  James might have been a negligent developer in the end, he might

have lost interest and heart in the blind community, but it was only because

of the base ingratitude of so many people.  In the end, I wouldn't have been

surprised if he wasn't above ripping off people with promises of games he
never intended to release, or perhaps he did, but put them on the back
burner.  Whatever, he had a life too, and so far in my soul opinion, games
like Monkey Business, ESP Pinball Classic, Chain Reaction, Alien Outback and

Dynaman just go to show the wide range of his talents as a developer.  The
blind gaming community lost a true innovator when he stopped developing and

disappeared, I doubt he'd ever have anything to do with the blind strata of

society ever again after what he experienced.  Now you dare to take pot
shots at Thomas Ward who out of his own pocket for the most part is
developing MOTA, I wouldn't be surprised if shits like you don't end up
pushing us back to an age when all we can play are text based RPG and MUD
games, text adventure and the like because no one wants to develop for us.

Rant over, if you want to participate in our community, do it
constructively, otherwise it might be wise for you to unsubscribe.

All the best, Ibrahim.


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

2013-03-27 Thread Ibrahim Gucukoglu

Hi Thomas.

I'm sorry, both to you and Shaun, it just gets me sometimes the attitude on 
here, the ingratitude.  I never suggested James intended to cut and run, 
however he did and I personally paid for games which were never received 
such as Max Shrapnel.  My problem lies in the fact that it looked like Shaun 
was ripping in to you, telling you to abandon MOTA and start again and I 
guess his email and the way it was phrased got my goat up.  I am just as 
keen as everyone else to see new games developed for the AG community, 
however they aren't or at least not as rapidly, certainly not as intensely 
being produced, so anyone flaming or otherwise discouraging fellow 
developers has to be resisted if not squashed before it gets started right? 
Everyone has their bugbears and that was just mine, it certainly wasn't my 
intention to piss anyone off.


All the best, Ibrahim.

-Original Message- 
From: Thomas Ward

Sent: Wednesday, March 27, 2013 8:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] replayability and Usa games was Re: Looking For 
Something New to Play


Hi all,

I'm coming to this post a bit late, but please let's stop the flaming
here. No matter how we all feel about the unfortunate situation with
James North, what was it, six years ago its really passed time to put
it behind us. I can understand your frustration with some list members
such as Shaun but ripping him a new one on list isn't the way to
handle it. :D

Ibrahim, regarding the games James North had in production I said
this before and I will say it again I am certain it wasn't his intent
to take the money and run. After all, I have in my possession the
source code for three different games he was working on, and know for
a fact he was working on them. However, it is my belief the stress,
the pressure, the demands of certain individuals in this community
that resulted in him just throwing in the towel and walking away from
it all. Leaving as he did was wrong, but its also understandable. End
of story.

On 3/25/13, Ibrahim Gucukoglu  wrote:

Hi Shaun.

Jesus Christ, Shaun, your attitude absolutely sucks.  James North was a
brilliant innovator, his games are testaments to what can be achieved with
diligence, commitment and passion.  Sadly James lost that passion because 
of


individuals like you, always pushing for more, always wining about
inadequacies, always piling on the pressure for this and that to be
released.  James might have been a negligent developer in the end, he 
might


have lost interest and heart in the blind community, but it was only 
because


of the base ingratitude of so many people.  In the end, I wouldn't have 
been


surprised if he wasn't above ripping off people with promises of games he
never intended to release, or perhaps he did, but put them on the back
burner.  Whatever, he had a life too, and so far in my soul opinion, games
like Monkey Business, ESP Pinball Classic, Chain Reaction, Alien Outback 
and


Dynaman just go to show the wide range of his talents as a developer.  The
blind gaming community lost a true innovator when he stopped developing 
and


disappeared, I doubt he'd ever have anything to do with the blind strata 
of


society ever again after what he experienced.  Now you dare to take pot
shots at Thomas Ward who out of his own pocket for the most part is
developing MOTA, I wouldn't be surprised if shits like you don't end up
pushing us back to an age when all we can play are text based RPG and MUD
games, text adventure and the like because no one wants to develop for us.

Rant over, if you want to participate in our community, do it
constructively, otherwise it might be wise for you to unsubscribe.

All the best, Ibrahim.



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

2013-03-27 Thread Thomas Ward
Hi Jacob,

I suppose that might work. Its certainly another possibility at any rate.

On 3/27/13, Jacob Kruger  wrote:
> Thomas
>
> May be slightly specific, but something like the audio soundscapes of the
> vOICe would be my form of suggestion for balancing something like this -
> different pitches left and right mean they're not level/equal, but, when the
>
> scan sound turns into a flat tone, then both ends/points are at the same
> level..?
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'

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

2013-03-27 Thread shaun everiss

thats true tom.
And after some experiences with the running of swamp 
test  yesterday  and a few other things I can see that as nice as my 
old dependable wrig is, its on the extremely low end.
So yeas soon I may have to upgrade this piece of junk I have depended 
on, for the last 8 years or so.

its just the way it is.

At 10:27 AM 3/28/2013, you wrote:

Hi Charles,

That's a good question, and one I've been experimenting with using my
game engine. It can be done, but like everything else in life you need
to practice at it to get good at it. In a way good hand and ear
coordination isn't much different than good hand eye coordination
provided the audio environment is up to the task.

Regarding hardware I think most people have at least a standard 5.1
channel stereo sound card. The AC-97 chipset, which is on a lot of
Realtech and Soundmax cards,  comes with many standard HP, Compaq,
Del, and Gateway computers. Point being if you have purchased a
computer in the last five or six years chances are you probably have
an AC-97 based card which can do 5.1 surround sound. Its not necessary
to go out and buy a Creative Labs Soundblaster Autegy IV to get basic
surround sound these days..

Besides its possible to get a decent headset for $99 or so that has
5.1 surround sound capabilities. These usually plug into a standard
USB port, and have a built in sound mixer for doing advanced sound
processing. So while on the high side  I don't consider $99 to $150
for a decent headset too utterly expensive or beyond reason for an
advanced gaming experience.

That said, I think the biggest issue is some  audio games don't update
the state of the audio fast enough to accurately use sound for precise
jumping. Its not that they can't but just that game developers aren't
forcing the CPU to give more real time processing as it can be
slightly intensive to update the 3d position of every sound every 20
milliseconds or so. That's only 50 frames per second, but some of the
top end video games are running at 60 frames per second but eat more
CPU power do to the amount of graphics they have to process at that
rate so it equals out in the end.

Basically, what I'm saying is its more than possible for a blind gamer
to do the same kinds of moves as Lara Croft doing flips, rolls, swan
dives, jumping over traps, crawling under swirling blades, etc even
without a state-of-the-art computer setup. It might be less accurate
to have a standard set of headphones and speakers, but I feel most
people who have upgraded in the last few years probably have a system
that is fast enough and has enough surround sound capabilities to pull
it off in audio. It really just takes practice to develop good hand
and ear coordination.

How I can say that with assurance is based on personal experiences
with games like Super Mario. In the beginning when you are learning a
game you need time to practice good hand and eye coordination, to make
the jumps, and in that game a lot depended on if Mario was big, small,
or normal sized and so on. However, at some point when playing I built
up a type of muscle memory that I really didn't think about it and
reacted out of instinct or perhaps habit rather than focusing on the
act of jumping itself. I think in time hand and ear coordination will
work the same way. At some point a conscious act becomes an
unconscious reaction based on doing it over and over and over again.


On 3/27/13, Charles Rivard  wrote:
> How can the moves you mention here be accurately judged through 
sound rather

>
> than eyes?  We would need good hand/ear coordination, and some of 
that might

>
> be hard to represent with the capabilities of the soundcards 
and/or machines

>
> that some blind people can afford.
>
> As for Shades of Doom, one thing that throws me is when I hear something in
>
> front of me, I face it and move forward, only to bump into a wall.  I know
> it's on the other side of the wall, but the idea seems weird at 
first.  It's

>
> just something I have to keep in mind when playing, I suppose.
> ---
> Shepherds are the best beasts, but Labs are a close second.

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

2013-03-27 Thread Jacob Kruger

Thomas

May be slightly specific, but something like the audio soundscapes of the 
vOICe would be my form of suggestion for balancing something like this - 
different pitches left and right mean they're not level/equal, but, when the 
scan sound turns into a flat tone, then both ends/points are at the same 
level..?


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, March 28, 2013 12:09 AM
Subject: Re: [Audyssey] replayability and Usa games was Re: Looking For 
Something New to Play




Hi Shaun,

Yes, converting mainstream games, and more importantly concepts, to
audio is a tricky business. There are some things I've encountered in
mainstream video games I'm not quite sure how to convert to a
completely audio based game.

For example, in Tomb Raider: Last Revelation there is this room with
this scale which Lara has to balance using jars of water she collected
in a prior level. Filling the jars and balancing them is purely visual
in Last Revelation, and I'm not quite sure how one might go about
representing the same thing in audio. Oh, sure I could add a look or
examine command that announces the percentage of water in each jar,
but that would be a tedious task filling each jar until the scale is
perfectly balanced to unlock the door.  Perhaps the only way to do it
is increase the pitch of the poring water as the jar fills with water
and it would be a matter of reaching the correct pitch which would be
as close as we can get to seeing the amount of water in the jar.

Bottom line, converting some sighted mainstream games requires some
creativity since some concepts just do not immediately lend themselves
to an audio only environment. Yet it can be done if you are willing to
experiment and work with what you have to fashion a workable solution.
The big problem with the visually impaired community is, as you said,
some of the game concepts in mainstream games are almost as alien as
sight just because they haven't been put in the position of having
puzzles like balancing a scale to unlock a door so the idea never
occurs to them to try adding a puzzle like that to their audio games.

Although, what amazes me is a lot of things audio games are missing
are more basic than that. Some of our first side-scrollers like Super
Liam were good games, but really lacked a 2d vertical element such as
climbing trees, vines, ropes, etc. It was years before any audio game
developer thought about allowing the player to go up and down besides
just left to right which is so basic I wonder how or why that seems to
have been ignored for so long.

Cheers!

On 3/27/13, shaun everiss  wrote:

I think the issue is how we convert games that are sighted to the blind.
I know that compaired to  the sighted  games our games are probably
of no real interest to the sighted.
they lack scope and other concepts that they are used to.
However its not like we have much choice.
There are only so many sounds we can have active at once before we
overload our ears.
How do we convert the games from the poor low grade to what the
sighted are used to.
Ofcause the truth of the matter,  is that the blind can't design games.
Ok we can design games but  a totally blind person really does not
know what the sighted play or how it will work.
I was born blind and when I started I heard a sound, if it was
correct good good but really I had no idea and randomly bashed the board.
Ofcause for those with consoles you may have been able to have some
insite and for those that grew up with mainstream games that would
give you a grounding or if you were hard core enough to upskill
yourself in such things.
I wager though that for those that never saw like me or were not in
the right setting or had the equipment to experiment that mainstream
concepts are as alien as well seeing.
Even I don't understand all  of them though I am trying.
I must admit I still like the blindy games because I can play them 
easily.

Now if it ever became the norm, maybe but still.
There is left right up and down, nothing in between.
swamp does open up bits as does a game like tactical battle.  However
we havn't progressed that much for the last 5-10  years.
its only in the last 3-4 years that we have been able to   get a head.
I don't blaim anyone for this, blind games were after all started by the
blind.
At first there were not to many  players both blind and sighted that
were interested and even now there are only a few.
So will we grow?
  probably but it will be in spirts and vellys where we wait for the
next  eruption.
Right now we are in one of those vallys, with most of the stuff bar a
few games slogging along.
we started in a big rush and now we wait for the next one and that is
probably how it will be till more devs go on board.
Right now we need blind but also

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

2013-03-27 Thread Thomas Ward
Hi Shaun,

Yes, converting mainstream games, and more importantly concepts, to
audio is a tricky business. There are some things I've encountered in
mainstream video games I'm not quite sure how to convert to a
completely audio based game.

For example, in Tomb Raider: Last Revelation there is this room with
this scale which Lara has to balance using jars of water she collected
in a prior level. Filling the jars and balancing them is purely visual
in Last Revelation, and I'm not quite sure how one might go about
representing the same thing in audio. Oh, sure I could add a look or
examine command that announces the percentage of water in each jar,
but that would be a tedious task filling each jar until the scale is
perfectly balanced to unlock the door.  Perhaps the only way to do it
is increase the pitch of the poring water as the jar fills with water
and it would be a matter of reaching the correct pitch which would be
as close as we can get to seeing the amount of water in the jar.

Bottom line, converting some sighted mainstream games requires some
creativity since some concepts just do not immediately lend themselves
to an audio only environment. Yet it can be done if you are willing to
experiment and work with what you have to fashion a workable solution.
The big problem with the visually impaired community is, as you said,
some of the game concepts in mainstream games are almost as alien as
sight just because they haven't been put in the position of having
puzzles like balancing a scale to unlock a door so the idea never
occurs to them to try adding a puzzle like that to their audio games.

Although, what amazes me is a lot of things audio games are missing
are more basic than that. Some of our first side-scrollers like Super
Liam were good games, but really lacked a 2d vertical element such as
climbing trees, vines, ropes, etc. It was years before any audio game
developer thought about allowing the player to go up and down besides
just left to right which is so basic I wonder how or why that seems to
have been ignored for so long.

Cheers!

On 3/27/13, shaun everiss  wrote:
> I think the issue is how we convert games that are sighted to the blind.
> I know that compaired to  the sighted  games our games are probably
> of no real interest to the sighted.
> they lack scope and other concepts that they are used to.
> However its not like we have much choice.
> There are only so many sounds we can have active at once before we
> overload our ears.
> How do we convert the games from the poor low grade to what the
> sighted are used to.
> Ofcause the truth of the matter,  is that the blind can't design games.
> Ok we can design games but  a totally blind person really does not
> know what the sighted play or how it will work.
> I was born blind and when I started I heard a sound, if it was
> correct good good but really I had no idea and randomly bashed the board.
> Ofcause for those with consoles you may have been able to have some
> insite and for those that grew up with mainstream games that would
> give you a grounding or if you were hard core enough to upskill
> yourself in such things.
> I wager though that for those that never saw like me or were not in
> the right setting or had the equipment to experiment that mainstream
> concepts are as alien as well seeing.
> Even I don't understand all  of them though I am trying.
> I must admit I still like the blindy games because I can play them easily.
> Now if it ever became the norm, maybe but still.
> There is left right up and down, nothing in between.
> swamp does open up bits as does a game like tactical battle.  However
> we havn't progressed that much for the last 5-10  years.
> its only in the last 3-4 years that we have been able to   get a head.
> I don't blaim anyone for this, blind games were after all started by the
> blind.
> At first there were not to many  players both blind and sighted that
> were interested and even now there are only a few.
> So will we grow?
>   probably but it will be in spirts and vellys where we wait for the
> next  eruption.
> Right now we are in one of those vallys, with most of the stuff bar a
> few games slogging along.
> we started in a big rush and now we wait for the next one and that is
> probably how it will be till more devs go on board.
> Right now we need blind but also sighted devs willing to convert.
> myself I would dearly like to see some of those games I missed with
> propper sfx and music of the time.
> the retro shadowgate and mario  and sonic games are quite good but
> probably because we havn't got to them yet ourselves still good.
> We have far to many arcaders, card games and board games though I'd
> still like to see ulsas and risk myself.
> Then there is battle chess which was a game I played with friends on
> an amiga its the same as chess except pieces do battle.
> bits are cut off etc.
> I never learned the rules of that but even then it was still entertaining.
> The games I like a lot t

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

2013-03-27 Thread Thomas Ward
Hi Charles,

That's a good question, and one I've been experimenting with using my
game engine. It can be done, but like everything else in life you need
to practice at it to get good at it. In a way good hand and ear
coordination isn't much different than good hand eye coordination
provided the audio environment is up to the task.

Regarding hardware I think most people have at least a standard 5.1
channel stereo sound card. The AC-97 chipset, which is on a lot of
Realtech and Soundmax cards,  comes with many standard HP, Compaq,
Del, and Gateway computers. Point being if you have purchased a
computer in the last five or six years chances are you probably have
an AC-97 based card which can do 5.1 surround sound. Its not necessary
to go out and buy a Creative Labs Soundblaster Autegy IV to get basic
surround sound these days..

Besides its possible to get a decent headset for $99 or so that has
5.1 surround sound capabilities. These usually plug into a standard
USB port, and have a built in sound mixer for doing advanced sound
processing. So while on the high side  I don't consider $99 to $150
for a decent headset too utterly expensive or beyond reason for an
advanced gaming experience.

That said, I think the biggest issue is some  audio games don't update
the state of the audio fast enough to accurately use sound for precise
jumping. Its not that they can't but just that game developers aren't
forcing the CPU to give more real time processing as it can be
slightly intensive to update the 3d position of every sound every 20
milliseconds or so. That's only 50 frames per second, but some of the
top end video games are running at 60 frames per second but eat more
CPU power do to the amount of graphics they have to process at that
rate so it equals out in the end.

Basically, what I'm saying is its more than possible for a blind gamer
to do the same kinds of moves as Lara Croft doing flips, rolls, swan
dives, jumping over traps, crawling under swirling blades, etc even
without a state-of-the-art computer setup. It might be less accurate
to have a standard set of headphones and speakers, but I feel most
people who have upgraded in the last few years probably have a system
that is fast enough and has enough surround sound capabilities to pull
it off in audio. It really just takes practice to develop good hand
and ear coordination.

How I can say that with assurance is based on personal experiences
with games like Super Mario. In the beginning when you are learning a
game you need time to practice good hand and eye coordination, to make
the jumps, and in that game a lot depended on if Mario was big, small,
or normal sized and so on. However, at some point when playing I built
up a type of muscle memory that I really didn't think about it and
reacted out of instinct or perhaps habit rather than focusing on the
act of jumping itself. I think in time hand and ear coordination will
work the same way. At some point a conscious act becomes an
unconscious reaction based on doing it over and over and over again.


On 3/27/13, Charles Rivard  wrote:
> How can the moves you mention here be accurately judged through sound rather
>
> than eyes?  We would need good hand/ear coordination, and some of that might
>
> be hard to represent with the capabilities of the soundcards and/or machines
>
> that some blind people can afford.
>
> As for Shades of Doom, one thing that throws me is when I hear something in
>
> front of me, I face it and move forward, only to bump into a wall.  I know
> it's on the other side of the wall, but the idea seems weird at first.  It's
>
> just something I have to keep in mind when playing, I suppose.
> ---
> Shepherds are the best beasts, but Labs are a close second.

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

2013-03-27 Thread Thomas Ward
Hi all,

I'm coming to this post a bit late, but please let's stop the flaming
here. No matter how we all feel about the unfortunate situation with
James North, what was it, six years ago its really passed time to put
it behind us. I can understand your frustration with some list members
such as Shaun but ripping him a new one on list isn't the way to
handle it. :D

 Ibrahim, regarding the games James North had in production I said
this before and I will say it again I am certain it wasn't his intent
to take the money and run. After all, I have in my possession the
source code for three different games he was working on, and know for
a fact he was working on them. However, it is my belief the stress,
the pressure, the demands of certain individuals in this community
that resulted in him just throwing in the towel and walking away from
it all. Leaving as he did was wrong, but its also understandable. End
of story.

On 3/25/13, Ibrahim Gucukoglu  wrote:
> Hi Shaun.
>
> Jesus Christ, Shaun, your attitude absolutely sucks.  James North was a
> brilliant innovator, his games are testaments to what can be achieved with
> diligence, commitment and passion.  Sadly James lost that passion because of
>
> individuals like you, always pushing for more, always wining about
> inadequacies, always piling on the pressure for this and that to be
> released.  James might have been a negligent developer in the end, he might
>
> have lost interest and heart in the blind community, but it was only because
>
> of the base ingratitude of so many people.  In the end, I wouldn't have been
>
> surprised if he wasn't above ripping off people with promises of games he
> never intended to release, or perhaps he did, but put them on the back
> burner.  Whatever, he had a life too, and so far in my soul opinion, games
> like Monkey Business, ESP Pinball Classic, Chain Reaction, Alien Outback and
>
> Dynaman just go to show the wide range of his talents as a developer.  The
> blind gaming community lost a true innovator when he stopped developing and
>
> disappeared, I doubt he'd ever have anything to do with the blind strata of
>
> society ever again after what he experienced.  Now you dare to take pot
> shots at Thomas Ward who out of his own pocket for the most part is
> developing MOTA, I wouldn't be surprised if shits like you don't end up
> pushing us back to an age when all we can play are text based RPG and MUD
> games, text adventure and the like because no one wants to develop for us.
>
> Rant over, if you want to participate in our community, do it
> constructively, otherwise it might be wise for you to unsubscribe.
>
> All the best, Ibrahim.
>

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

2013-03-27 Thread Charles Rivard
How can the moves you mention here be accurately judged through sound rather 
than eyes?  We would need good hand/ear coordination, and some of that might 
be hard to represent with the capabilities of the soundcards and/or machines 
that some blind people can afford.


As for Shades of Doom, one thing that throws me is when I hear something in 
front of me, I face it and move forward, only to bump into a wall.  I know 
it's on the other side of the wall, but the idea seems weird at first.  It's 
just something I have to keep in mind when playing, I suppose.

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, March 26, 2013 11:03 PM
Subject: Re: [Audyssey] replayability and Usa games was Re: Looking For 
Something New to Play




Hi Dark,

Sure. I do understand your point of view as it is rather distressing
to know how many V.I. gamers assume that something like Q9 is the be
all and end all to side-scrollers when guys like you and I know
better.

Fact of the matter is that for better than a decade side-scrollers
were the primary style of games for Nintendo, Sega, and PC and it gave
rise to such popular series as Megaman, Super Mario, Donkey Kong,
Castlevania, and so on. Since I figure the majority of blind PC users
were unable to fully enjoy the original side-scrollers they are
lacking some huge conceptual differences between a simple
side-scroller like Q9 and say Mario Brothers.

There are a whole bunch of conceptual differences that just haven't
been fully realized by the blind gaming community. For far too long a
lot of games have you push the up arrow key and the left or right
arrow key x time to jump a pit etc. This is not only very unrealistic,
but lacks the skill and grace of games with a traditional analog jump
system in place. Games where how high and far you jumped were based on
a number of factors like if you were running before you jumped,
weather or not you were  jumping off a ledge,and how long you held
down the jump button while using the directional cross to  control the
characters movement. Even when you landed you would occasionally
bounce or slide which made it difficult for a precision pinpoint
landing. Such things haven't been the norm in audio games, and I
suspect it is because a true analog jump system requires good hand and
eye coordination so yes we could use a few good side-scrollers of that
type to at least introduce the V.I. community to what they are
missing.

At the same time I am personally equally conscious of the fact we
haven't had many FPS games that lives up to mainstream standards. Yes,
Shades of Doom is good, and yes Swamp introduces us to the online FPS
type affair, but I've seen a lot of features that have never been
introduced in any audio game for one reason or another.

Let's take a Third Person Shooter like the infamous tomb Raider for
example. In that series you can get Lara Croft to perform a wide range
of acrobatic maneuvers above and beyond just jumps. She can do
summersaults, flips, rolls, and swan dive off a ledge into a lake. She
can safety drop from ledges, swing from ropes and vines, army crawl
under swirling blades, as well as run up to a ledge etc and vault over
it. In Tomb Raider Legend and Anniversary Lara carries a grappling
hook which she uses to swing over traps and to climb up to areas of
the tomb inaccessible through any other means. Point being that there
are a lot of aspects to a full on 3d game that no 2d side-scroller can
quite compare to.

Regarding nav systems I have to agree here. Monkey Business was
imprecise, and I'm not quite sure why that was. However, I do know of
the issue you speak of where you would here the beep, beep, beep of
the object locator only to walk past the item, or walk around it
several times before picking up the coin, sword, or whatever it was
you were trying to pik up. Oh, that use to bug the heck out of me.

Cheers!



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

2013-03-26 Thread shaun everiss

I think the issue is how we convert games that are sighted to the blind.
I know that compaired to  the sighted  games our games are probably 
of no real interest to the sighted.

they lack scope and other concepts that they are used to.
However its not like we have much choice.
There are only so many sounds we can have active at once before we 
overload our ears.
How do we convert the games from the poor low grade to what the 
sighted are used to.

Ofcause the truth of the matter,  is that the blind can't design games.
Ok we can design games but  a totally blind person really does not 
know what the sighted play or how it will work.
I was born blind and when I started I heard a sound, if it was 
correct good good but really I had no idea and randomly bashed the board.
Ofcause for those with consoles you may have been able to have some 
insite and for those that grew up with mainstream games that would 
give you a grounding or if you were hard core enough to upskill 
yourself in such things.
I wager though that for those that never saw like me or were not in 
the right setting or had the equipment to experiment that mainstream 
concepts are as alien as well seeing.

Even I don't understand all  of them though I am trying.
I must admit I still like the blindy games because I can play them easily.
Now if it ever became the norm, maybe but still.
There is left right up and down, nothing in between.
swamp does open up bits as does a game like tactical battle.  However 
we havn't progressed that much for the last 5-10  years.

its only in the last 3-4 years that we have been able to   get a head.
I don't blaim anyone for this, blind games were after all started by the blind.
At first there were not to many  players both blind and sighted that 
were interested and even now there are only a few.

So will we grow?
 probably but it will be in spirts and vellys where we wait for the 
next  eruption.
Right now we are in one of those vallys, with most of the stuff bar a 
few games slogging along.
we started in a big rush and now we wait for the next one and that is 
probably how it will be till more devs go on board.

Right now we need blind but also sighted devs willing to convert.
myself I would dearly like to see some of those games I missed with 
propper sfx and music of the time.
the retro shadowgate and mario  and sonic games are quite good but 
probably because we havn't got to them yet ourselves still good.
We have far to many arcaders, card games and board games though I'd 
still like to see ulsas and risk myself.
Then there is battle chess which was a game I played with friends on 
an amiga its the same as chess except pieces do battle.

bits are cut off etc.
I never learned the rules of that but even then it was still entertaining.
The games I like a lot to are  those like silent steel.
you have a story, a full story and where some things need to be done 
you take over as a char in that story and can choose your path.



At 05:03 PM 3/27/2013, you wrote:

Hi Dark,

Sure. I do understand your point of view as it is rather distressing
to know how many V.I. gamers assume that something like Q9 is the be
all and end all to side-scrollers when guys like you and I know
better.

Fact of the matter is that for better than a decade side-scrollers
were the primary style of games for Nintendo, Sega, and PC and it gave
rise to such popular series as Megaman, Super Mario, Donkey Kong,
Castlevania, and so on. Since I figure the majority of blind PC users
were unable to fully enjoy the original side-scrollers they are
lacking some huge conceptual differences between a simple
side-scroller like Q9 and say Mario Brothers.

There are a whole bunch of conceptual differences that just haven't
been fully realized by the blind gaming community. For far too long a
lot of games have you push the up arrow key and the left or right
arrow key x time to jump a pit etc. This is not only very unrealistic,
but lacks the skill and grace of games with a traditional analog jump
system in place. Games where how high and far you jumped were based on
a number of factors like if you were running before you jumped,
weather or not you were  jumping off a ledge,and how long you held
down the jump button while using the directional cross to  control the
characters movement. Even when you landed you would occasionally
bounce or slide which made it difficult for a precision pinpoint
landing. Such things haven't been the norm in audio games, and I
suspect it is because a true analog jump system requires good hand and
eye coordination so yes we could use a few good side-scrollers of that
type to at least introduce the V.I. community to what they are
missing.

At the same time I am personally equally conscious of the fact we
haven't had many FPS games that lives up to mainstream standards. Yes,
Shades of Doom is good, and yes Swamp introduces us to the online FPS
type affair, but I've seen a lot of features that have never been
introduced in any audio g

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

2013-03-26 Thread Ibrahim Gucukoglu

Hi Shaun.

Jesus Christ, Shaun, your attitude absolutely sucks.  James North was a 
brilliant innovator, his games are testaments to what can be achieved with 
diligence, commitment and passion.  Sadly James lost that passion because of 
individuals like you, always pushing for more, always wining about 
inadequacies, always piling on the pressure for this and that to be 
released.  James might have been a negligent developer in the end, he might 
have lost interest and heart in the blind community, but it was only because 
of the base ingratitude of so many people.  In the end, I wouldn't have been 
surprised if he wasn't above ripping off people with promises of games he 
never intended to release, or perhaps he did, but put them on the back 
burner.  Whatever, he had a life too, and so far in my soul opinion, games 
like Monkey Business, ESP Pinball Classic, Chain Reaction, Alien Outback and 
Dynaman just go to show the wide range of his talents as a developer.  The 
blind gaming community lost a true innovator when he stopped developing and 
disappeared, I doubt he'd ever have anything to do with the blind strata of 
society ever again after what he experienced.  Now you dare to take pot 
shots at Thomas Ward who out of his own pocket for the most part is 
developing MOTA, I wouldn't be surprised if shits like you don't end up 
pushing us back to an age when all we can play are text based RPG and MUD 
games, text adventure and the like because no one wants to develop for us.


Rant over, if you want to participate in our community, do it 
constructively, otherwise it might be wise for you to unsubscribe.


All the best, Ibrahim.

-Original Message- 
From: shaun everiss

Sent: Monday, March 25, 2013 4:01 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] replayability and Usa games was Re: Looking For 
Something New to Play


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

At 01:57 PM 3/25/2013, you wrote:

Hi Dark,

You aren't the only one who is frustrated. None more so than me since
the last few months I&#x

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

2013-03-26 Thread Thomas Ward
Hi Shaun,

Oh, I realize that. However, may this serve as a reminder open mouth
insert foot when you pass around incorrect information or talk about
things you don't really know anything about. You can do more harm than
good spreading baseless information around.


On 3/26/13, shaun everiss  wrote:
> well I did say I was out of touch, I am not a dev just a tester/
> light hacker programming after all is not my strong point, light
> scripter maybe doodler but not programmer.
> Its good that vb games can be done for multiplatforms now.

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

2013-03-26 Thread Thomas Ward
Hi Dark,

Sure. I do understand your point of view as it is rather distressing
to know how many V.I. gamers assume that something like Q9 is the be
all and end all to side-scrollers when guys like you and I know
better.

Fact of the matter is that for better than a decade side-scrollers
were the primary style of games for Nintendo, Sega, and PC and it gave
rise to such popular series as Megaman, Super Mario, Donkey Kong,
Castlevania, and so on. Since I figure the majority of blind PC users
were unable to fully enjoy the original side-scrollers they are
lacking some huge conceptual differences between a simple
side-scroller like Q9 and say Mario Brothers.

There are a whole bunch of conceptual differences that just haven't
been fully realized by the blind gaming community. For far too long a
lot of games have you push the up arrow key and the left or right
arrow key x time to jump a pit etc. This is not only very unrealistic,
but lacks the skill and grace of games with a traditional analog jump
system in place. Games where how high and far you jumped were based on
a number of factors like if you were running before you jumped,
weather or not you were  jumping off a ledge,and how long you held
down the jump button while using the directional cross to  control the
characters movement. Even when you landed you would occasionally
bounce or slide which made it difficult for a precision pinpoint
landing. Such things haven't been the norm in audio games, and I
suspect it is because a true analog jump system requires good hand and
eye coordination so yes we could use a few good side-scrollers of that
type to at least introduce the V.I. community to what they are
missing.

At the same time I am personally equally conscious of the fact we
haven't had many FPS games that lives up to mainstream standards. Yes,
Shades of Doom is good, and yes Swamp introduces us to the online FPS
type affair, but I've seen a lot of features that have never been
introduced in any audio game for one reason or another.

Let's take a Third Person Shooter like the infamous tomb Raider for
example. In that series you can get Lara Croft to perform a wide range
of acrobatic maneuvers above and beyond just jumps. She can do
summersaults, flips, rolls, and swan dive off a ledge into a lake. She
can safety drop from ledges, swing from ropes and vines, army crawl
under swirling blades, as well as run up to a ledge etc and vault over
it. In Tomb Raider Legend and Anniversary Lara carries a grappling
hook which she uses to swing over traps and to climb up to areas of
the tomb inaccessible through any other means. Point being that there
are a lot of aspects to a full on 3d game that no 2d side-scroller can
quite compare to.

Regarding nav systems I have to agree here. Monkey Business was
imprecise, and I'm not quite sure why that was. However, I do know of
the issue you speak of where you would here the beep, beep, beep of
the object locator only to walk past the item, or walk around it
several times before picking up the coin, sword, or whatever it was
you were trying to pik up. Oh, that use to bug the heck out of me.

Cheers!


On 3/26/13, dark  wrote:
> Hi Tom.
>
> Well this is again why I'd like to see side scrollers introduced to audio
> gamers, since the amount of fun  I've had with turrican, metroid, mega man
> and such games over the years is just staggering, and it's a shame that
> there are so many people who believe a 1D game like q9 is the be all and end
>
> all.
>
> That being said, something full 3D would be good too, provided the nav
> system was there. Personally, what I found irritating in monkey business
> wasn't so much that the navigation system was lacking, but that it was
> simply imprecise. You'd hear something in front of you, walk forward and
> then walk straight past it, or be told something was to your right, turn
> right and then miss it. Shades, and the gma engine generally,  not to
> mention technoshock which was heavily based on it, uses a very precise
> system in it's audio to identify where objects are, so that if you turn so
> that something is centered in the sterrio field, you are! facing it, which
> to me is as much a contributing factor to shades success as it's various
> tools.
>
> i might also add though that on this front, swamp is pretty awsome too,
> letting you explore very large maps with things appearing at random and even
>
> collection missions too.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-26 Thread Thomas Ward
Hi Shaun,

Ah, I see. Well, as far as burning out goes that was true a few months
ago, but not now. A few things have changed since then, and I've
gotten my priorities straight so to speak.

Back in 2008 through 2011 I was spending every available minute I had
on developing the engine, developing MOTA, researching this or that,
and not spending much time with my family or giving myself room to
breath. Then, in 2012 I became quite sick. I caught the flu a couple
of times, came down with a nasty cold, and to top things off I fell
down a few months ago while getting out of the bathtub and injured my
neck. All of these things lead to me taking time off from game
development, and in the process I realized I was killing myself
working too hard.

At this point I am still working on developing games, but I don't push
myself. If I feel tired I take a nap instead. If I need to watch my
son for a few hours that will get top priority. If I feel like working
on some game or project that has nothing to do with the games on
preorder I do it. Basically, I just don't push myself too hard, and
I've realized what is most important is my own happiness and
satisfaction above all else. So the games will get done when they are
done and in what time I have to set aside for them, but I won't push
myself to the burnout point any more.

Cheers!



On 3/26/13, shaun everiss  wrote:
> no problem tom I was just worried you were burning yourself out over
> the games and I don't want you to, I have no issue on honor my issue
> was that you were developing because you had to and not enjoying it
> and well I was worried you were going to burn out, I have seen
> several small time devs just burn or go away with no trace and I
> don't want you to be one of these people.
> You were the first that even thought or at least one of them that
> thought about trying to modernise our games which up to when you
> started were using old tech.
> I know a lot has improved since you started sertainly we have more at
> our disposal than ever before.
> I was just concerned thats all.
>

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

2013-03-26 Thread dark

Hi Tom.

Well this is again why I'd like to see side scrollers introduced to audio 
gamers, since the amount of fun  I've had with turrican, metroid, mega man 
and such games over the years is just staggering, and it's a shame that 
there are so many people who believe a 1D game like q9 is the be all and end 
all.


That being said, something full 3D would be good too, provided the nav 
system was there. Personally, what I found irritating in monkey business 
wasn't so much that the navigation system was lacking, but that it was 
simply imprecise. You'd hear something in front of you, walk forward and 
then walk straight past it, or be told something was to your right, turn 
right and then miss it. Shades, and the gma engine generally,  not to 
mention technoshock which was heavily based on it, uses a very precise 
system in it's audio to identify where objects are, so that if you turn so 
that something is centered in the sterrio field, you are! facing it, which 
to me is as much a contributing factor to shades success as it's various 
tools.


i might also add though that on this front, swamp is pretty awsome too, 
letting you explore very large maps with things appearing at random and even 
collection missions too.


Beware the grue!

Dark. 



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

2013-03-26 Thread shaun everiss

there a re a few more passages in the game you don't need to complete the game.
Right however the game almost never uses them,   maybe items will be 
put obscurely, or items and monsters will be dropped in passages but 
items are not dropped in passages randomely as a rule even main ones.
items can be behind locked doors even if you can't get to the doors, 
ie a security key may be behind a door that was locked.
or a wafter may be on a monster that does not exist in the game or a 
message may be on a monster that you can't find.
I still play the game on normal level because its good for a good 
keyboard bash.
Out of most of the old games I have lonewolf is the only other and 
thats with the borgified mod on it only.


At 10:26 PM 3/25/2013, you wrote:

Hi Tom.

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


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


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


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


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


Beware the Grue!

Dark.

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

2013-03-26 Thread shaun everiss
well I did say I was out of touch, I am not a dev just a tester/ 
light hacker programming after all is not my strong point, light 
scripter maybe doodler but not programmer.

Its good that vb games can be done for multiplatforms now.

At 09:22 PM 3/25/2013, you wrote:

Hi Shaun and all,

A few comments about the message below.

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

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

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

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


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

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

2013-03-26 Thread shaun everiss
no problem tom I was just worried you were burning yourself out over 
the games and I don't want you to, I have no issue on honor my issue 
was that you were developing because you had to and not enjoying it 
and well I was worried you were going to burn out, I have seen 
several small time devs just burn or go away with no trace and I 
don't want you to be one of these people.
You were the first that even thought or at least one of them that 
thought about trying to modernise our games which up to when you 
started were using old tech.
I know a lot has improved since you started sertainly we have more at 
our disposal than ever before.

I was just concerned thats all.

At 08:58 PM 3/25/2013, you wrote:

Hi Shaun,

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

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

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

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

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


On 3/25/13, shaun everiss  wrote:
> to be honest it may be easier at this point if you just gave  an old
> crappy directx8 version with all the sound as it was 3 years back to
> people that  payed for it maybe the one you had to stop because of
> copywrite or its levels and change the title and drop it.
> I know thats probably not what you want to hear and for ages I
> supported you but I have moved on from that game and you probably should
> to.
> Lets face it, the espsoftworks/ james north experience has been a
> major changer in the history of this community and a big lesson and
> will always be the point or one of the points where we started trying
> to make things properly.
> I don't know about the rest but the monti/ mota game has been going
> far to long.
> And to be honest  can anyone actually remember what it was about.
> Yes the racing game and the others james promised were a shame to
> loose but several years are between now and then.
> Yes they were good ideas still are but to be honest all that stuff
> has been hanging to long.
> I vote you just drop all james games you promised its to long in any
> case, and its really pushed other things away.
> I myself am still waiting for the second installment of stfc or
> whatever you finally call it.
> Ofcause I also await anything new that is going on.
> However the only thing I can remember  are the people on the form
> complaining about each beta and everything.
> And while times were tough back then I feel to much time has been
> lost, to selvage anything.
> 3 story changes and a load of other stuff and then things went away.
> At some point to be coming back but I never was fully interested in
> that sort of game anyway though the racing game maybe.
> And to be honest we do need more sims.
> Even so you need to ask yourself why you are even doing these at all.
> These are your games, no one elses.
> It is all history now no matter how mu

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

2013-03-25 Thread Thomas Ward
Hi Dark,

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

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

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

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

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

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


On 3/25/13, dark  wrote:
> Hi Tom.
>
> As you know I'm an exploration fiend, so the maze aspect of shades of doom
> is very much something else I like about the game, aprticularly given that
> David did a great job with ambient sound sources in the maze which give it
> an interesting background to explore too even though the game didn't involve
>
> much music. combine this with the item randomization and you've got a great
>
> game with lots of replay.
>
> The two things I'd have liked to see in shades most are 1, more enemies,
> since the 7 or so types the game has do seem a little samy after a while
> especially mid game,  and 2, more areas which it was not! necessary to
> complete to finish the game, but which added to the over all levels.
>
> To explain, as it stand you need to pretty much go everywhere on each level
>
> to make sure you get all the data wafers and those messages. it'd be great
> to see a game that has false trails as well as genuine routes through the
> levels, so that people can choose to explore fully or to just head for the
> exit. This would be particularly of advantage in a game with stat boosts or
>
> other extras to collect, since then there is always the possibility that
> exploring leads to more items.
>
> this is something many of my favourite exploration games do, indeed in many
>
> of the more recent and large size fan created Turrican levels, there are so
>
> many false trails that finding the correct route is near impossible,
> aprticularly considdering Turrican levels can have their exit anywhere, and
>
> some of the fan created ones are truly gigantic!
>
> While I know some people find exploration in audio based games a trial, I'd
>
> say that thanks to shades and swamp, not to mention previous mota betas ad
> games like Airic, we're familiar enough now over using things like
> coordinates, difference in environment (be these sound sources, room names
> or whatever), to be albe to have maps at least as complex as those in a game
>
> like Original prince of persia.
>
> Beware the Grue!
>
> Dark.
>

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

2013-03-25 Thread dark

Hi Tom.

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


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


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


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


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


Beware the Grue!

Dark. 



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

2013-03-25 Thread Thomas Ward
Hi Dark,

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

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

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

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

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




On 3/24/13, dark  wrote:
> Hi Tom.
> I'm sorry to hear about the various problems and bugs, and in fairness no
> coding or writing when ill is not possible, but at the same time part of the
>
> point of my message was to offer some encouragement, albeit some
> encouragement with a little tinge of frustration. At this point I don't
> really care which! game gets practically finished, but it'd be just great to
>
> see something done and dusted and out the door. I know a lot of behind the
> scenes work has been done on the genesis engine etc, and that you yourself
> are concerned about commitements to players, but at this point we're
> probably at a stage where any! released game would be a good hthing.
>
> As regards atmosphere, well I agree that is another reason shades of doom is
>
> such a classic and grabbed my attention as the first audio game I played.
> not only did it give me access to the fps genre for the first time (a genre
>
> which I've never found visually playable), but it did it in a fantastic way
>
> that had complete creepiness, with great enemies and an engine, heck, even
> the first shades of doom sound when you start the game is pretty scary :D.
>
> It's just that really awsoe design quality that makes you want to replay a
> game. It's even hard to defign since it is something some games just have
> and others do not. Terraformers for example I never found half as addictve
> as shades of doom, despite the very superior sfx music and environment, and
>
> while I have! replayed it, I've only ever done so once.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

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

A few comments about the message below.

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

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

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

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


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

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

2013-03-25 Thread Thomas Ward
Hi Shaun,

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

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

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

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

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


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

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

2013-03-24 Thread shaun everiss
to be honest it may be easier at this point if you just gave  an old 
crappy directx8 version with all the sound as it was 3 years back to 
people that  payed for it maybe the one you had to stop because of 
copywrite or its levels and change the title and drop it.
I know thats probably not what you want to hear and for ages I 
supported you but I have moved on from that game and you probably should to.
Lets face it, the espsoftworks/ james north experience has been a 
major changer in the history of this community and a big lesson and 
will always be the point or one of the points where we started trying 
to make things properly.
I don't know about the rest but the monti/ mota game has been going 
far to long.

And to be honest  can anyone actually remember what it was about.
Yes the racing game and the others james promised were a shame to 
loose but several years are between now and then.
Yes they were good ideas still are but to be honest all that stuff 
has been hanging to long.
I vote you just drop all james games you promised its to long in any 
case, and its really pushed other things away.
I myself am still waiting for the second installment of stfc or 
whatever you finally call it.

Ofcause I also await anything new that is going on.
However the only thing I can remember  are the people on the form 
complaining about each beta and everything.
And while times were tough back then I feel to much time has been 
lost, to selvage anything.

3 story changes and a load of other stuff and then things went away.
At some point to be coming back but I never was fully interested in 
that sort of game anyway though the racing game maybe.

And to be honest we do need more sims.
Even so you need to ask yourself why you are even doing these at all.
These are your games, no one elses.
It is all history now no matter how much cash was wasted its probably 
not worth it to just satisfy any other  whiners on here.
If others think me as been a rood nut tell me and I'll shutup however 
I think, enough is enough.

James games should be put in a bin and left to rot.
They were created before a lot of the newer tech came out and while I 
was really for it all 10 years   back that was 10 years.

And at any rate the industry seems to be basically  at a standstill.
A lot of stuff needs to happen before things start moving again.
swamp is just about the only thing that keeps the industry active at 
least on the user end.
Now that eventually will end, if that is all that is,  it may come to 
pass that the audiogame market is for all perposes dead or at least 
stopped for now.
I don't really want old games that well came out of one of the big 
wars that happened so long ago that I forgot what everything was about.
Ofcause tom if you want to continue it should be your reason and 
your's alone that decides it.
I think all obligations should be turfed, 10 years ago I would have 
preasured you day and night to do something but well.


At 01:57 PM 3/25/2013, you wrote:

Hi Dark,

You aren't the only one who is frustrated. None more so than me since
the last few months I've fallen into a kind of funk. One where time
has no meaning as such. What I mean by that I might work heavily on
the game on February 12, and then discover the next time I work on the
game it is March 23.  It doesn't seem to me like it has been that
long, but it is so easy to loose track of time that days and weeks go
by between updates. So much time that the game has been dragging out
from months to years.

Of course, the principle problem is lack of motivation. I'm no longer
driven to work every available minute of every day on it so I get to
it when I get to it. What makes matters worse I have not been at my
best health wise anyway . Just this week my son caught a nasty cold
and now has given it to me. When I have a sore throat, headache, and
am coughing I'm not exactly in a mood to sit down and program for
hours on end. Add in some cold medicine that makes me tired and the
best thing I can do is sleep rather than work. It seems this year I
have caught every cold and flu bug coming and going and I've just not
felt much like working on games.

I'm hoping that somehow I will be able to get back up to my usual
productivity, finish these games, get them out, and won't have them
hanging over my head. I'm just as eager to see them completed as most
people on the list. :D

All that aside I know what you mean by wishing to revisit the
atmosphere of the game. Shades of Doom doesn't have a very complex
storyline as games goes, but it does not need one. The lab is
challenging enough with all the various monsters that keeps me coming
back over and over again. On the higher difficulty levels there is no
certainty that I will even complete a game without being killed off
which means I am able to pit myself against the game and sometimes I
win sometimes I lose. It is this degree of replay value I hope to
incorporate into my own games.

On 3/22/13, dark  wrote:
> Hi Michael.
>
> 

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

2013-03-24 Thread shaun everiss

hmm I am not as up with the play as I should be.
It depends on the types of games that would work.
python works with macs pcs both windows and linux.
I know there is the mono dotnet opensource framework and thats 
supposed to work with everything with the same features as the 
windows dotnet client has.
Now I have used in the past pascal and there is  probably a client 
for all platforms.
Standard c or c in general should work, linux is basically c anyway, 
so no big issue loads of compilers for all platforms.
So a lot of stuff probably works visual basic probably won't work 
outside windows.
Most stuff should work with windows from 98 up to server 2012, mac is 
slightly more tricky as is linux but I think a lot of stuff can be 
sourced for each os.

We do have an issue with anything over that.
I know we do have windows rt should we use it though no access 
supports = no use I'd imagine for now anyway.

Mac I am not sure but there should be no issue as is linux.
The iphone with restrictions may work though a lot seem to be jail 
breaking their units.

Android is probably the option for least resistance.
Its google and opensource probably has its apis somewhere  online.
the ios stuff if you make it by the rules needs  licences by apple.
and if you hack it well I don't know, I have been wanting an ios 
device for all the games with the reviews, but after all the hastle 
with all the restrictions I am not sure if I should just get  one of 
the nexus devices.
If there are sighted devs there is always  xna I am not sure what we 
would need to run on xbox but assumedly  its supposed to run on xbox 
360s potentually.
The rest soni etc nes whatever I am not sure about access but we 
already  have a large extent of reach and choice on platform.

ok not steam but we probably don't need that.
there is also blackburry but hardly anyone uses that anyway.

At 01:39 PM 3/25/2013, you wrote:
Yes, from what I've seen, they aren't. Now if only we had a game 
engine for everyone that was inclusive of other operating systems? 
Would one have to own a mac to even code/compile for it? Wait, Java 
works on everything right? But then, most audio games use TTS that 
other systems don't have, so java wouldn't work well with audio 
games on my mac. I gave my pc to my sister, so I'll have to find a 
VM. Anyways, perhaps BGT could do it, but I doubt Philip would want 
to expand into mac stuff, since everyone seems to think that windows 
is all there is. I know Draconis has made an engine that is 
inclusive, but that is only available for them.

Devin Prater
r.d.t.pra...@gmail.com



On Mar 24, 2013, at 7:34 PM, Thomas Ward  wrote:

> Hi Dark,
>
> Thanks for saying that. If I can make my games enjoyable,, replayable,
> then I think I've succeeded as a game designer. It is the sort of
> games that a person plays once, completes it in a few hours, and finds
> they have no desire to replay the game I would consider a failure.
> There are, of course, a few audio  games like that, but I'm glad to
> know my games aren't one of them.
>
> On 3/24/13, dark  wrote:
>> Hi michael.
>>
>> I wasn't intending my comments about Tom's games to be 
insulting, nor would

>>
>> I want Tom to rush out a game on a whim that might be 
substandard, it's just

>>
>> that when talking of game design quality that gives a game that something
>> that makes you want to replay it even after! you have played it before
>> despite lack of secrets etc, is a quality Tom's games have very much had,
>> (perhaps not final conflict but certainly his other games).
>>
>> It's like with books. Some books I read and think "that's great!" but they
>> have very little reread value just because the prose aren't that 
interesting

>>
>> or the plot, while surprising the first time is really not the 
second time.

>>
>> Great books however have reread value, which is Why every few 
years I reread

>>
>> the hobbit, lotr, The silmarillion, William Horwood's first three duncton
>> novels, since in  their style, their creation of a world and their unique
>> design they really stand out and can provide as much surprise 
and eloquence

>>
>> the second time around or even the 10th time around as the first.
>>
>> Beware the Grue!
>>
>> dark.
>>
>>
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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-24 Thread dark

Hi Tom.
I'm sorry to hear about the various problems and bugs, and in fairness no 
coding or writing when ill is not possible, but at the same time part of the 
point of my message was to offer some encouragement, albeit some 
encouragement with a little tinge of frustration. At this point I don't 
really care which! game gets practically finished, but it'd be just great to 
see something done and dusted and out the door. I know a lot of behind the 
scenes work has been done on the genesis engine etc, and that you yourself 
are concerned about commitements to players, but at this point we're 
probably at a stage where any! released game would be a good hthing.


As regards atmosphere, well I agree that is another reason shades of doom is 
such a classic and grabbed my attention as the first audio game I played. 
not only did it give me access to the fps genre for the first time (a genre 
which I've never found visually playable), but it did it in a fantastic way 
that had complete creepiness, with great enemies and an engine, heck, even 
the first shades of doom sound when you start the game is pretty scary :D.


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


Beware the Grue!

Dark. 



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

2013-03-24 Thread Devin Prater
Wow. Well, Windows, mac and maybe iOS is a fine triplet to go for, but now I 
see how hard it is. Maybe I'll get a windows VM, or if bootcamp is accessible 
I'll get a windows cd to make a partition for that. Maybe give it 100GB, to fit 
the games I like.
Devin Prater
r.d.t.pra...@gmail.com



On Mar 24, 2013, at 8:30 PM, Thomas Ward  wrote:

> Hi Devin,
> 
> Cross-compiling and developing for other operating systems is a highly
> complex subject. There are a lot of difficulties in choosing the right
> language, right APIs, and even then there are differences between the
> operating systems that makes it impossible to come up with a so-called
> one size fits all solution.
> 
> For example, I have a game engine written in C++ that does run on
> Windows, Linux, and Mac. However, the problem is that I have to have a
> machine here running all of those operating systems to cross-compile
> the games, and I'm not exactly happy with all the APIs available for
> the engine.
> 
> Right now my cross-platform version of the engine is using SDL 1.2.13
> for handling a basic window manager, handling game input, and for
> audio. Its okay, but Microsoft's DirectX technology is a superior game
> API and it isn't available for non-Windows platforms. That puts me in
> between a rock and a hard place in terms of writing games.
> 
> If I use the cross-platform version of the engine Windows users will
> be without advanced features such as force feedback for joysticks or
> without the ability to have advanced audio because SDL just doesn't
> offer it. Therefore the quality of my games would suffer not because
> of anything I did, but because I chose to use a inferior API for the
> engine in order to maintain cross-platform capabilities. If I use the
> Windows version of the engine based on DirectX I have access to all
> the advanced features, but can't just take it over to a Mac or Linux
> PC and cross-compile it without a major rewrite.
> 
> What I've discovered in researching the problem I can get some decent
> solutions for two platforms but not for three platforms. Maybe there
> is one that works fine for Windows and Mac, Windows and Linux, but
> none that works for Windows, Mac, and Linux that are of the quality
> and standards I'm looking for and are affordable.
> 
> Yes, I know Draconis has there engine for Mac and Windows, but it took
> a lot of time and work to do so. As I understand it they basically had
> to write their own game development APIs from scratch rather than use
> SDL or something like that. Even so at this point it only supports
> Windows, Mac OS, and iOS but not Linux. So its not exactly all
> inclusive either. So anyone even thinking cross-platform development
> has a rough road to travel.
> 
> Cheers!
> 
> On 3/24/13, Devin Prater  wrote:
>> Yes, from what I've seen, they aren't. Now if only we had a game engine for
>> everyone that was inclusive of other operating systems? Would one have to
>> own a mac to even code/compile for it? Wait, Java works on everything right?
>> But then, most audio games use TTS that other systems don't have, so java
>> wouldn't work well with audio games on my mac. I gave my pc to my sister, so
>> I'll have to find a VM. Anyways, perhaps BGT could do it, but I doubt Philip
>> would want to expand into mac stuff, since everyone seems to think that
>> windows is all there is. I know Draconis has made an engine that is
>> inclusive, but that is only available for them.
>> Devin Prater
>> r.d.t.pra...@gmail.com
>> 
> 
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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-24 Thread Thomas Ward
Hi Devin,

Cross-compiling and developing for other operating systems is a highly
complex subject. There are a lot of difficulties in choosing the right
language, right APIs, and even then there are differences between the
operating systems that makes it impossible to come up with a so-called
one size fits all solution.

For example, I have a game engine written in C++ that does run on
Windows, Linux, and Mac. However, the problem is that I have to have a
machine here running all of those operating systems to cross-compile
the games, and I'm not exactly happy with all the APIs available for
the engine.

Right now my cross-platform version of the engine is using SDL 1.2.13
for handling a basic window manager, handling game input, and for
audio. Its okay, but Microsoft's DirectX technology is a superior game
API and it isn't available for non-Windows platforms. That puts me in
between a rock and a hard place in terms of writing games.

If I use the cross-platform version of the engine Windows users will
be without advanced features such as force feedback for joysticks or
without the ability to have advanced audio because SDL just doesn't
offer it. Therefore the quality of my games would suffer not because
of anything I did, but because I chose to use a inferior API for the
engine in order to maintain cross-platform capabilities. If I use the
Windows version of the engine based on DirectX I have access to all
the advanced features, but can't just take it over to a Mac or Linux
PC and cross-compile it without a major rewrite.

What I've discovered in researching the problem I can get some decent
solutions for two platforms but not for three platforms. Maybe there
is one that works fine for Windows and Mac, Windows and Linux, but
none that works for Windows, Mac, and Linux that are of the quality
and standards I'm looking for and are affordable.

Yes, I know Draconis has there engine for Mac and Windows, but it took
a lot of time and work to do so. As I understand it they basically had
to write their own game development APIs from scratch rather than use
SDL or something like that. Even so at this point it only supports
Windows, Mac OS, and iOS but not Linux. So its not exactly all
inclusive either. So anyone even thinking cross-platform development
has a rough road to travel.

Cheers!

On 3/24/13, Devin Prater  wrote:
> Yes, from what I've seen, they aren't. Now if only we had a game engine for
> everyone that was inclusive of other operating systems? Would one have to
> own a mac to even code/compile for it? Wait, Java works on everything right?
> But then, most audio games use TTS that other systems don't have, so java
> wouldn't work well with audio games on my mac. I gave my pc to my sister, so
> I'll have to find a VM. Anyways, perhaps BGT could do it, but I doubt Philip
> would want to expand into mac stuff, since everyone seems to think that
> windows is all there is. I know Draconis has made an engine that is
> inclusive, but that is only available for them.
> Devin Prater
> r.d.t.pra...@gmail.com
>

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

2013-03-24 Thread Thomas Ward
Hi Dark,

You aren't the only one who is frustrated. None more so than me since
the last few months I've fallen into a kind of funk. One where time
has no meaning as such. What I mean by that I might work heavily on
the game on February 12, and then discover the next time I work on the
game it is March 23.  It doesn't seem to me like it has been that
long, but it is so easy to loose track of time that days and weeks go
by between updates. So much time that the game has been dragging out
from months to years.

Of course, the principle problem is lack of motivation. I'm no longer
driven to work every available minute of every day on it so I get to
it when I get to it. What makes matters worse I have not been at my
best health wise anyway . Just this week my son caught a nasty cold
and now has given it to me. When I have a sore throat, headache, and
am coughing I'm not exactly in a mood to sit down and program for
hours on end. Add in some cold medicine that makes me tired and the
best thing I can do is sleep rather than work. It seems this year I
have caught every cold and flu bug coming and going and I've just not
felt much like working on games.

I'm hoping that somehow I will be able to get back up to my usual
productivity, finish these games, get them out, and won't have them
hanging over my head. I'm just as eager to see them completed as most
people on the list. :D

All that aside I know what you mean by wishing to revisit the
atmosphere of the game. Shades of Doom doesn't have a very complex
storyline as games goes, but it does not need one. The lab is
challenging enough with all the various monsters that keeps me coming
back over and over again. On the higher difficulty levels there is no
certainty that I will even complete a game without being killed off
which means I am able to pit myself against the game and sometimes I
win sometimes I lose. It is this degree of replay value I hope to
incorporate into my own games.

On 3/22/13, dark  wrote:
> Hi Michael.
>
> On the replayability angle, I often find that games are replayable from the
>
> perspective of reexperiencing the atmosphere or story, or just trying to
> best the tough challenges another time. It is this that has made me replay
> shades of doom and Sarah. By the same tocan, i've replayed games like super
>
> Metroid and Mega man x 1 more times than I can count, just because the
> gameplay, design and structure, not to mention atmosphere and music are so
> perfectly designed. There are several audio games that I view in this same
> catagory, particularly Gma's offerings. So though I do completely agree
> random elements are great in games for keeping you on your toes, which is
> why games like smugglers and kerkerkruip are so awsome, they're not a
> necessity if design etc works out well. heck, this even goes for arcade
> games and is the reason i've replayed Q9 and the pinball games despite them
>
> being symple arcade titles.
>
> whether mota will fall into this catagory I am waiting to see, though i've
> been impressed enough with what we've seen thus far to think that tom's
> ability to not just code games but design them is up to the task,  which
>
> is another reason I would so much appreciate seeing him produce an honest to
>
> goodness finished project, bet that the wrestling game, Arc of hope, an
> acessible castlevania type side scroller, a mission based startrek game or a
>
> vampire text rpg, heck I'd even! like to see raceway despite racing games
> not being a favourite genre of mine.
>
> Concepts are great, and what we've sene of Tom's design has been great, I
> just sometimes feel a little frustrated that with all these ideas we haven't
>
> yet seen anything that has gone past a couple of playable levels.
>
> I am quite aware that this isn't always Tom's fault, and have followed all
> the community debates and opinions (some not so flattering) that have been
> voiced. I am also aware of other commitments, but at the same time I do feel
>
> a little like usa games is the tantalus of the accessible games markit and
> just as we all reach for that big bunch of juicy grapes they get yanked away
>
> again for one reason or another.
>
> This isn't intended as an insult, just a statement of feelings and a
> continuation about the debate over game design, since I do genuinely believe
>
> Tom has the ability to design a real block buster, which is also why I would
>
> so much like to see a complete,  or at least completely released game.
>
> Beware the Grue!
>
> Dark.

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

2013-03-24 Thread Devin Prater
Yes, from what I've seen, they aren't. Now if only we had a game engine for 
everyone that was inclusive of other operating systems? Would one have to own a 
mac to even code/compile for it? Wait, Java works on everything right? But 
then, most audio games use TTS that other systems don't have, so java wouldn't 
work well with audio games on my mac. I gave my pc to my sister, so I'll have 
to find a VM. Anyways, perhaps BGT could do it, but I doubt Philip would want 
to expand into mac stuff, since everyone seems to think that windows is all 
there is. I know Draconis has made an engine that is inclusive, but that is 
only available for them.
Devin Prater
r.d.t.pra...@gmail.com



On Mar 24, 2013, at 7:34 PM, Thomas Ward  wrote:

> Hi Dark,
> 
> Thanks for saying that. If I can make my games enjoyable,, replayable,
> then I think I've succeeded as a game designer. It is the sort of
> games that a person plays once, completes it in a few hours, and finds
> they have no desire to replay the game I would consider a failure.
> There are, of course, a few audio  games like that, but I'm glad to
> know my games aren't one of them.
> 
> On 3/24/13, dark  wrote:
>> Hi michael.
>> 
>> I wasn't intending my comments about Tom's games to be insulting, nor would
>> 
>> I want Tom to rush out a game on a whim that might be substandard, it's just
>> 
>> that when talking of game design quality that gives a game that something
>> that makes you want to replay it even after! you have played it before
>> despite lack of secrets etc, is a quality Tom's games have very much had,
>> (perhaps not final conflict but certainly his other games).
>> 
>> It's like with books. Some books I read and think "that's great!" but they
>> have very little reread value just because the prose aren't that interesting
>> 
>> or the plot, while surprising the first time is really not the second time.
>> 
>> Great books however have reread value, which is Why every few years I reread
>> 
>> the hobbit, lotr, The silmarillion, William Horwood's first three duncton
>> novels, since in  their style, their creation of a world and their unique
>> design they really stand out and can provide as much surprise and eloquence
>> 
>> the second time around or even the 10th time around as the first.
>> 
>> Beware the Grue!
>> 
>> dark.
>> 
>> 
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> gamers-unsubscr...@audyssey.org.
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>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> 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.
>> 
> 
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Re: [Audyssey] replayability and Usa games was Re: Looking For Something New to Play

2013-03-24 Thread Thomas Ward
Hi Dark,

Thanks for saying that. If I can make my games enjoyable,, replayable,
then I think I've succeeded as a game designer. It is the sort of
games that a person plays once, completes it in a few hours, and finds
they have no desire to replay the game I would consider a failure.
There are, of course, a few audio  games like that, but I'm glad to
know my games aren't one of them.

On 3/24/13, dark  wrote:
> Hi michael.
>
> I wasn't intending my comments about Tom's games to be insulting, nor would
>
> I want Tom to rush out a game on a whim that might be substandard, it's just
>
> that when talking of game design quality that gives a game that something
> that makes you want to replay it even after! you have played it before
> despite lack of secrets etc, is a quality Tom's games have very much had,
> (perhaps not final conflict but certainly his other games).
>
> It's like with books. Some books I read and think "that's great!" but they
> have very little reread value just because the prose aren't that interesting
>
> or the plot, while surprising the first time is really not the second time.
>
> Great books however have reread value, which is Why every few years I reread
>
> the hobbit, lotr, The silmarillion, William Horwood's first three duncton
> novels, since in  their style, their creation of a world and their unique
> design they really stand out and can provide as much surprise and eloquence
>
> the second time around or even the 10th time around as the first.
>
> 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.
>

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

2013-03-24 Thread dark

Hi michael.

I wasn't intending my comments about Tom's games to be insulting, nor would 
I want Tom to rush out a game on a whim that might be substandard, it's just 
that when talking of game design quality that gives a game that something 
that makes you want to replay it even after! you have played it before 
despite lack of secrets etc, is a quality Tom's games have very much had, 
(perhaps not final conflict but certainly his other games).


It's like with books. Some books I read and think "that's great!" but they 
have very little reread value just because the prose aren't that interesting 
or the plot, while surprising the first time is really not the second time. 
Great books however have reread value, which is Why every few years I reread 
the hobbit, lotr, The silmarillion, William Horwood's first three duncton 
novels, since in  their style, their creation of a world and their unique 
design they really stand out and can provide as much surprise and eloquence 
the second time around or even the 10th time around as the first.


Beware the Grue!

dark. 



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

2013-03-22 Thread Michael Feir
I totally agree with what you're saying here Dark. A lot of
unchannelled potential is going to waste for poor Tom. Thankfully,
I've had enough experience with other aspects of life and my own
creative tendency to wander to have more sympathy for what Tom's gone
through than impatience for the game I've waited years for. I'd far
rather have it take another decade and have it be the best game it can
be than have Tom rush to just get it done and off his back. That's why
I'm so incredibly careful not to impose any expectations or deadlines
on my own projects. Even after I finish Enchantment's Twilight, it'll
be a very long time in testing before I release it as a hopefully
bug-free finished product.

Books are where I tend to tread familiar ground the most. I often
re-read old favorites whose characters and stories have become almost
like comfortable companions for me. For me to replay games, the game
play itself must in some way make this a worth-while experience. There
are a great many ways of doing this from items which don't always
appear to changed locations of things to secrets which might not be
discovered the first time through. It does take a real effort to add
this quality into a larger game. I look for opportunities such as
greed and risk versus reward to have a game that really stands the
test of time well.

On 3/22/13, dark  wrote:
> Hi Michael.
>
> On the replayability angle, I often find that games are replayable from the
>
> perspective of reexperiencing the atmosphere or story, or just trying to
> best the tough challenges another time. It is this that has made me replay
> shades of doom and Sarah. By the same tocan, i've replayed games like super
>
> Metroid and Mega man x 1 more times than I can count, just because the
> gameplay, design and structure, not to mention atmosphere and music are so
> perfectly designed. There are several audio games that I view in this same
> catagory, particularly Gma's offerings. So though I do completely agree
> random elements are great in games for keeping you on your toes, which is
> why games like smugglers and kerkerkruip are so awsome, they're not a
> necessity if design etc works out well. heck, this even goes for arcade
> games and is the reason i've replayed Q9 and the pinball games despite them
>
> being symple arcade titles.
>
> whether mota will fall into this catagory I am waiting to see, though i've
> been impressed enough with what we've seen thus far to think that tom's
> ability to not just code games but design them is up to the task,  which
>
> is another reason I would so much appreciate seeing him produce an honest to
>
> goodness finished project, bet that the wrestling game, Arc of hope, an
> acessible castlevania type side scroller, a mission based startrek game or a
>
> vampire text rpg, heck I'd even! like to see raceway despite racing games
> not being a favourite genre of mine.
>
> Concepts are great, and what we've sene of Tom's design has been great, I
> just sometimes feel a little frustrated that with all these ideas we haven't
>
> yet seen anything that has gone past a couple of playable levels.
>
> I am quite aware that this isn't always Tom's fault, and have followed all
> the community debates and opinions (some not so flattering) that have been
> voiced. I am also aware of other commitments, but at the same time I do feel
>
> a little like usa games is the tantalus of the accessible games markit and
> just as we all reach for that big bunch of juicy grapes they get yanked away
>
> again for one reason or another.
>
> This isn't intended as an insult, just a statement of feelings and a
> continuation about the debate over game design, since I do genuinely believe
>
> Tom has the ability to design a real block buster, which is also why I would
>
> so much like to see a complete,  or at least completely released game.
>
> 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.
>


-- 
Michael Feir
Volunteer at The Dam
http://www.thedam.org
2011--
Twitter: mfeir
Skype: michael-feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
http://michaelfeir.blogspot.com/2009/01/personal-power.html

A Life of Word and Sound
2003-2007
http://michaelfeir.blogspot.com/2009/01/life-of-word-and-sound.html

Creator and former editor of Audyssey Magazine 1996-2004
Check out my blog at:
http://www.michaelfeir.blogspot.com

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

2013-03-22 Thread dark

Hi Michael.

On the replayability angle, I often find that games are replayable from the 
perspective of reexperiencing the atmosphere or story, or just trying to 
best the tough challenges another time. It is this that has made me replay 
shades of doom and Sarah. By the same tocan, i've replayed games like super 
Metroid and Mega man x 1 more times than I can count, just because the 
gameplay, design and structure, not to mention atmosphere and music are so 
perfectly designed. There are several audio games that I view in this same 
catagory, particularly Gma's offerings. So though I do completely agree 
random elements are great in games for keeping you on your toes, which is 
why games like smugglers and kerkerkruip are so awsome, they're not a 
necessity if design etc works out well. heck, this even goes for arcade 
games and is the reason i've replayed Q9 and the pinball games despite them 
being symple arcade titles.


whether mota will fall into this catagory I am waiting to see, though i've 
been impressed enough with what we've seen thus far to think that tom's 
ability to not just code games but design them is up to the task,  which 
is another reason I would so much appreciate seeing him produce an honest to 
goodness finished project, bet that the wrestling game, Arc of hope, an 
acessible castlevania type side scroller, a mission based startrek game or a 
vampire text rpg, heck I'd even! like to see raceway despite racing games 
not being a favourite genre of mine.


Concepts are great, and what we've sene of Tom's design has been great, I 
just sometimes feel a little frustrated that with all these ideas we haven't 
yet seen anything that has gone past a couple of playable levels.


I am quite aware that this isn't always Tom's fault, and have followed all 
the community debates and opinions (some not so flattering) that have been 
voiced. I am also aware of other commitments, but at the same time I do feel 
a little like usa games is the tantalus of the accessible games markit and 
just as we all reach for that big bunch of juicy grapes they get yanked away 
again for one reason or another.


This isn't intended as an insult, just a statement of feelings and a 
continuation about the debate over game design, since I do genuinely believe 
Tom has the ability to design a real block buster, which is also why I would 
so much like to see a complete,  or at least completely released game.


Beware the Grue!

Dark. 



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