Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-14 Thread Tom Randall
Hi Thomas.

Absolutely.  I definitely do intend to hang onto the old one as it is,
but I do like the new title and where you seem to be going with it.

Good show.

Tom


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Thomas Ward
Sent: Tuesday, February 12, 2008 3:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


Hi Tom,
Your disappointment is quite understandable in the light of everything. 
I know you and I are both old time Atari fans, and going in a totally 
new direction just isn't the same game. However, on the other hand 
sometimes new isn't all bad. It gives you something totally new to 
explore, and have fun with, keep in mind that you have the original 
Montezuma's Return beta to play with. While not complete it is something

you can keep and play.


Tom Randall wrote:
 Hi Thomas and all.

 Well I have been reading this thread and I have to say that on the 
 whole I am very pleased that you were able to resolve this so easily 
 and quickly.  People need to understand that while yes what these guys

 were doing is totally wrong from our point of view, they could have 
 very easily brought this whole thing to a screeching hault and we 
 would not be getting anything.  I do have to place myself on the side 
 of the purists who wanted a game experience as close to the original 
 as possible.  You said it quite well Thomas we essentially have two 
 audiences here, one is probably a slightly older group that wants to 
 have access to some of the games that we either played before or wish 
 we could have, the other is the younger bunch who really don't seem to

 understand this very well.  Not trying to denigrate anyone here or 
 anything but that really seems to be the case from the messages I am 
 reading.  As another poster put it quite well, does this mean I won't 
 like the new game or that I want my money back, absolutely not.  I am 
 sure it will be a very good one and one that I will find enjoyable and

 I am looking forward to seeing where you go with it, but I have to 
 agree I am slightly disappointed that we are not going to end up with 
 what we expected or paid for.

 Best regards,

 Tom
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Cara Quinn
   yeah, apparently there has been a bit of speculation on less  
primitive tech in so called, primitive cultures in the South American  
regions, I.E. finding vast networks of tunnels and such that were  
created with apparent accuracy beyond the means of the current  
estimations of the ages of the peoples in that region.

-Very interesting stuff!…

Smiles,

Cara  :)


On Feb 11, 2008, at 7:33 PM, Stefen Hudson wrote:

 Hmm, kind of like the technology of Atlantis? They're said to have  
 used a
 lot of crystal things. I'm not sure if the Aztecs did though.

 --
 From: Cara Quinn [EMAIL PROTECTED]
 Sent: Monday, February 11, 2008 7:20 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.

  Thomas et al;  I think the reference to such oddities as
 disappearing platforms and warp platforms are a round-about reference
 to the idea that certain 'primitive' cultures had knowledge of more
 modern tech as in a sci-fi element that still exists today…

 I personally look forward to where you'll take the game.

 Very glad this has all worked out for the best for you!…

 Have a lovely evening!…

 Smiles,

 Cara  :)


 On Feb 10, 2008, at 8:45 PM, Thomas Ward wrote:

 Hi Josh,
 Chill out, dude. I don't see this as a major crisis, and neither
 should
 you. They were in there legal rights to ask me to change the name of
 my
 game. I decided on my own if I have to drop the name I might as well
 pull the levels too, and rework the game with a new theme and back
 story.
 When it is done you should still be able to gather gems, gold coins,
 fight big ugly spiders, slithery snakes, and some kind of undead
 creature or creatures. As I see it changing it to be a little more
 modern is not a bad thing.
 For example, while the vanishing platforms were in the original game
 that is kind of weird to find in an ancient temple. I might be  
 able to
 rework the game to have more realistic traps and pitfalls. Another
 thing
 is the warp platforms are sort of weird to. I'd rather just have
 doors,
 secret passages, and maybe trap doors to take you where you want to
 go.
 Are you seeing it my way?

 josh wrote:
 this country is communist if they think they can force a developer
 to change
 his or her ideas and games like that! this really makes me mad!
 spending
 months to redesign your game due to a stupid copyright? I would
 have blocked
 the bastard's email address and then I would have put a link on my
 website
 stating something like...
 if you are blind, which means your eyes do not work at all, you
 have had
 your eyes surgically removed, or you vision is that bad you have to
 read
 large print then enter my site. sounds crazy but maybe that's what
 it takes
 to get through to greedy money hungry sighted people? stupid
 idiots! that's
 my opinion of'em! if I were a dev I would have said I'll change my
 game when
 mainstream developers realise that us blind people want and demand
 equal
 accessibility to your playstations and x-boxes!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Dark
Hi Tom.

fair enough, obviously you just want to get changes done,  but you can 
always hold an idea for later.

As well as strategical bosses, I personally loved watching monsters destroy 
themselves, or making them do so,  especially fun in games like double 
dragon or streets of rage where you could chuck enemies off cliffs (or in 
Dd, simply stand there and let the enemies charge off the cliff ;D).

In fact those tricks with mucking about with the enemies ai were always 
cool,  you could really abuse it in games like golden axe, where if you 
did things right bosses would just stand at one side and let you pound all 
their minions, - or as I said, charge streight off the cliffs.

anyway, I'm rambling once again,  sorry.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 12, 2008 4:57 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Dark,
 Ok, that would be funny as heck. I'd love to see a monster swing a sword
 or something, hit one of those electric force fields, and get fried
 Though, I am kind under a time crunch so I am going to probably go bare
 bones with 1.0 of this game..

 Dark wrote:
 Well, as a mega man fan, I'm always in favor of strategical bosses. I 
 also
 like the ones where you have to use the environment against them,   
 such
 as pushing crocomire into the acid pit in Super metroid, or the
 electricution of Draigan (the fish boss).

 something similar could work in an audio side scroller,  for example
 there is an electric fense on one side of the arena, and a monster trying 
 to
 attakc you with a chain mase, the art being to stand in front of the trap
 long enough for the monster to swing at you, then jump or duck out of the
 way just in time so the chain hits the electricity and the monster gets
 zapped.

 Beware the Grue!

 Dark.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Dark
that makes sense Tom, and I'm glad the game engine is salvageable. Even if 
you think the diferent locations business is a problem, I would stil suggest 
the changing ambience business for different levels of the temple if 
possible though.

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Thomas Ward
Hi,
Lol! Yeah, you can say that again. A python would just wrap around you 
and squish you like a ratt. Once that happens fists are useless.
Besides if I have an undead Aztec warrior coming at me with a sword, bow 
and arrow, spear, whatever do you think I am going to walk up and pop it 
in the jaw? Heck no! Chop its head off or smash it to pieces with a huge 
club or something.

Cara Quinn wrote:
 Tom thus spoke;

   
 you ever seen anyone try and use
 
 fists against a giant python, or huge black hairy spider?

-To which I reply;

 Not for very long!  lol!…

 Smiles,

 Cara  :)
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Thomas Ward
Hi Cara,
Yeah, there have been all kinds of unexpected discoveries in 
Mesoamerican regions that defy scientific explanation. At least 
explanations that everyone can except. Some of them  are still 
considered by the scientific community as belonging to the occult crowd.
For example, the crystal skulls are an amazing piece of art. While there 
creation, origin, and dating is debatable whoever made them were master 
artists. If they are truly ancient as some people speculate then we 
would have to explore the idea ancient people knew more than we want to 
admit.
One piece of ancient art, the Nazca lines in Peru, are spectacular 
examples of ancient technology. The question of how they are created is 
not that hard to discover, but the question of why they were created 
remains a great mystery. Why would they make something that could only 
be seen from the sky, and not visible on the ground.
Perhaps the most interesting discovery in Mesoamerica is the discovery 
of a Mayan hieroglyph of an astronaut flying some sort of  aircraft or 
spacecraft. Scientists as usual try and put some spin on it that it has 
some down to earth explanation, but it does kind of make you wonder how 
the Mayans thought of something like that, and why they decided to put 
it on someone's tomb.
Another interesting discovery found in the past 50 years or so were 
these stones with all kinds of ancient medical sergeries on them. The 
Science community still hasn't accepted them as authentic, but 
considering the information released to the general public about them I 
kind of think they are authentic.

Cara Quinn wrote:
yeah, apparently there has been a bit of speculation on less  
 primitive tech in so called, primitive cultures in the South American  
 regions, I.E. finding vast networks of tunnels and such that were  
 created with apparent accuracy beyond the means of the current  
 estimations of the ages of the peoples in that region.

 -Very interesting stuff!…

 Smiles,

 Cara  :)
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Cory
this is aussom! Don't take this the wrong way, but the game is gonna be so 
much better!
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 10:19 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi,
 Yeah, your idea of the spikes dropping down reminds me of that part in
 Indiana Jones and the Temple of Doom where the spikes came up out of the
 floor and celing and tried to run Indi and Willy Scott through.
 Fortunately, Indi was able to escape that trap.
 Now, that I think of it that adventure was in India. What a cool and
 mysterious place to have a plot line. Especially, anything with the
 goddess Collie in it. Of all the Indian gods/goddesses Collie has always
 struck me as a cool enemy to fight.

 Yohandy wrote:
 swinging swords! awesome! or metal spikes that drop from the ceiling when
 you step on a trap. . ouch!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Cara Quinn
   Ah, thomas, excellent twist!  Can't wait for it!…  Woohoo!…

   I personally love the idea of worlds with tech out of time, so to  
speak…

Have a awesome and somewhat untimely day!…  lol!

Smiles,

CQ  :)


On Feb 12, 2008, at 7:08 AM, Thomas Ward wrote:

 Hi,
 No the Aztec's didn't use crystals. Though, I can tell you in the Tomb
 Hunter FPS game that you will get to see Atlantice, and will need to
 find a series of mystical crystals all over the world to complete your
 quest.

 Stefen Hudson wrote:
 Hmm, kind of like the technology of Atlantis? They're said to have  
 used a
 lot of crystal things. I'm not sure if the Aztecs did though.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Charles Rivard
It just shows tuggo ya that we are not the only intelligent beings.

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 12, 2008 1:41 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


Hi Cara,
Yeah, there have been all kinds of unexpected discoveries in
Mesoamerican regions that defy scientific explanation. At least
explanations that everyone can except. Some of them  are still
considered by the scientific community as belonging to the occult crowd.
For example, the crystal skulls are an amazing piece of art. While there
creation, origin, and dating is debatable whoever made them were master
artists. If they are truly ancient as some people speculate then we
would have to explore the idea ancient people knew more than we want to
admit.
One piece of ancient art, the Nazca lines in Peru, are spectacular
examples of ancient technology. The question of how they are created is
not that hard to discover, but the question of why they were created
remains a great mystery. Why would they make something that could only
be seen from the sky, and not visible on the ground.
Perhaps the most interesting discovery in Mesoamerica is the discovery
of a Mayan hieroglyph of an astronaut flying some sort of  aircraft or
spacecraft. Scientists as usual try and put some spin on it that it has
some down to earth explanation, but it does kind of make you wonder how
the Mayans thought of something like that, and why they decided to put
it on someone's tomb.
Another interesting discovery found in the past 50 years or so were
these stones with all kinds of ancient medical sergeries on them. The
Science community still hasn't accepted them as authentic, but
considering the information released to the general public about them I
kind of think they are authentic.

Cara Quinn wrote:
yeah, apparently there has been a bit of speculation on less
 primitive tech in so called, primitive cultures in the South American
 regions, I.E. finding vast networks of tunnels and such that were
 created with apparent accuracy beyond the means of the current
 estimations of the ages of the peoples in that region.

 -Very interesting stuff!…

 Smiles,

 Cara  :)



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread tim kilgore`
Also,  Cole you put some sort of random element in to the game.  I became 
quite predictable after a while.

Thanks
To,
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 10:21 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Richard and all,
 Well, one of the cool things about replacing skulls with armed skeleton
 warriors could be the game could be mor combat oriented. Perhaps Angela
 would have to find bows and arrows, whips, swords, and other sorts of
 weapons around the temple to kill undead warriors with.
 As it stands now you need to find a sword  for every monster. We all
 would agree that is pretty unrealistic. Perhaps one sword for the entire
 game, or a series of different types of swords.  A long sword would have
 greater range than a short sword, but a whip would have good range but
 do less damage. If you look at these sorts of elements maybe this is
 good that this has happened. You know?


 Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to 
 jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Thomas Ward
Hi Cara,
I like the title too. I think I will keep it. After all the ancient 
Aztec's are the primary focus of the game, and they are well known for 
their treasure, conquests, and I have began doing research into Aztec 
culture to figure out some possible bosses.
So far I am interested in the Aztec's gods and goddesses of the 
underworld, snake gods, and they would fit in with our undead and snake 
creatures. Conico, goddess of valcanos and treasure, would be perfect to 
be found in a room of  fire and lava. I can imagine a cool battle with her.

Cara Quinn wrote:
Love Tomb Hunter, Mysteries of the Aztecs!…  Great title!…

 Smiles,

 CQ  :)
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Thomas Ward
Hi Tim,
That all depends on what you mean by random element. If you mean moving 
objects and monsters around that would be extremely difficult with the 
current level editor and current game engine. Items are added via the 
editor to a temple map file, and loaded in when the level is loaded. If 
you want to randomise all that stuff we are talking major rewrite 
central of the engine, editor, etc. In short a nightmare.


tim kilgore` wrote:
 Also,  could you put some sort of random element in to the game.  I became 
 quite predictable after a while.

 Thanks
 To,
 - Original Message - 
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Tom Randall
Hi Thomas and all.

Well I have been reading this thread and I have to say that on the whole
I am very pleased that you were able to resolve this so easily and
quickly.  People need to understand that while yes what these guys were
doing is totally wrong from our point of view, they could have very
easily brought this whole thing to a screeching hault and we would not
be getting anything.  I do have to place myself on the side of the
purists who wanted a game experience as close to the original as
possible.  You said it quite well Thomas we essentially have two
audiences here, one is probably a slightly older group that wants to
have access to some of the games that we either played before or wish we
could have, the other is the younger bunch who really don't seem to
understand this very well.  Not trying to denigrate anyone here or
anything but that really seems to be the case from the messages I am
reading.  As another poster put it quite well, does this mean I won't
like the new game or that I want my money back, absolutely not.  I am
sure it will be a very good one and one that I will find enjoyable and I
am looking forward to seeing where you go with it, but I have to agree I
am slightly disappointed that we are not going to end up with what we
expected or paid for.

Best regards,

Tom


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Thomas Ward
Sent: Sunday, February 10, 2008 4:12 PM
To: Gamers Discussion list
Subject: [Audyssey] Montezuma's Return Progress Report.


Hello everyone,
I would like to announce that the Montezuma's Return copyright issues 
have been successfully resolved this afternoon. Here is what is 
happening so everyone is aware of what to expect over the next few days.
First, I have agreed to change the title of Montezuma's Return to 
something else, and remove all references of Montezuma's Return from my 
web site. Tentatively I am thinking of republishing the game under the 
title Angela's Quest. Though, the name of the game is only one thing I 
have to think over the next few days.
Second, since this game is not really going to be Montezuma's Revenge or

Montezuma's Return any more I have decided to use my own creative 
license to make some changes in the game which I hope all of you like. 
For example, rather than bouncing and rolling skulls I am going to 
replace them with sword wielding skeleton warriors.
Third, since all the game levels were based directly on Montezuma's 
Revenge's levels I have also agreed to modify the levels and redesign 
the temple levels from scratch.
Finally, because I am aware it could take a couple of months to redesign

the game fully I will be releasing a patched version of Montezuma's 
Return Beta 9 to the web site under its new name.
I also want everyone to know all of your product keys you have received 
for Montezuma's Return will still work with the new game. I am not 
planning on making changes to the product activation and licensing code 
other than to assign your product keys to the new product name and 
version. However, your keys should still work fine.
Cheers.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Thomas Ward
Hi,
No the Aztec's didn't use crystals. Though, I can tell you in the Tomb 
Hunter FPS game that you will get to see Atlantice, and will need to 
find a series of mystical crystals all over the world to complete your 
quest.

Stefen Hudson wrote:
 Hmm, kind of like the technology of Atlantis? They're said to have used a 
 lot of crystal things. I'm not sure if the Aztecs did though.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Thomas Ward
Hi Cara,
Yeah, that is probably what the original creators had in mind. A society 
with magic powers, lots of treasure, and a bit of Sci-Fi element having 
some vanishing platforms, electric fields, etc.


Cara Quinn wrote:
Thomas et al;  I think the reference to such oddities as  
 disappearing platforms and warp platforms are a round-about reference  
 to the idea that certain 'primitive' cultures had knowledge of more  
 modern tech as in a sci-fi element that still exists today…

 I personally look forward to where you'll take the game.

 Very glad this has all worked out for the best for you!…

 Have a lovely evening!…

 Smiles,

 Cara  :)
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-12 Thread Thomas Ward
Hi Tom,
Your disappointment is quite understandable in the light of everything. 
I know you and I are both old time Atari fans, and going in a totally 
new direction just isn't the same game. However, on the other hand 
sometimes new isn't all bad. It gives you something totally new to 
explore, and have fun with, keep in mind that you have the original 
Montezuma's Return beta to play with. While not complete it is something 
you can keep and play.


Tom Randall wrote:
 Hi Thomas and all.

 Well I have been reading this thread and I have to say that on the whole
 I am very pleased that you were able to resolve this so easily and
 quickly.  People need to understand that while yes what these guys were
 doing is totally wrong from our point of view, they could have very
 easily brought this whole thing to a screeching hault and we would not
 be getting anything.  I do have to place myself on the side of the
 purists who wanted a game experience as close to the original as
 possible.  You said it quite well Thomas we essentially have two
 audiences here, one is probably a slightly older group that wants to
 have access to some of the games that we either played before or wish we
 could have, the other is the younger bunch who really don't seem to
 understand this very well.  Not trying to denigrate anyone here or
 anything but that really seems to be the case from the messages I am
 reading.  As another poster put it quite well, does this mean I won't
 like the new game or that I want my money back, absolutely not.  I am
 sure it will be a very good one and one that I will find enjoyable and I
 am looking forward to seeing where you go with it, but I have to agree I
 am slightly disappointed that we are not going to end up with what we
 expected or paid for.

 Best regards,

 Tom
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Damien Sadler
Hey Tom,
How about flame throwers, various types of clubs and truncheons, shoes, 
belts, and various body parts?

Regards,
Damien



- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 4:04 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I think that is a good idea. I don't know about the shield idea
 just yet, but I definitly want to redo the game with a variety of
 weapons to choose from. At the start I am thinking of whip, sword, and
 bow and arrow to start out with.
 If you have any other weapon ideas let me know and I wil put them in the
 ideas box. That box is getting quite full already.


 Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we
 encounter a skeleton and use them?  Hmm.  A new item in the temple to 
 look
 for?



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
In england as well for many years,  hence some of the hempen rope pirate 
references in books like treasure island, and the pirate song in Peter pan:

Yoho Yoho, a pirate life, a flag of skull and bones!

a merry hour, a hempen rope and hay for Davy Jones.

Many platformers had a thing about climbing and swinging on ropes and vines 
though,  even in the sand crawler level on super starwars for example.

If we are having swinging ropes, does that me more platforming puzles?

And also there's then the fun of areal enemies such as bats or hanging 
spikes to be encountered while on the rope.

One of my favourite old amstrad cpc platformers,  rowland on the ropes, 
even had falling scorpions which would drop on your head on one side of the 
rope or the other, so you had to make certain which side of the rope you 
were climbing up.

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Bryan,
Exactly. I like the idea of adding more strategy and options to the game 
play, combat, and traps.
For example, let us say you have a roaring fire, and you happen to have 
some kind of container with you. Oh, you remembered the under ground 
lake you saw a couple of rooms back. Run back, draw some water, and toss 
it on the flames. They go out and you can walk over that place.
Perhaps there is a room with spikes or darts that will kill you as soon 
as you walk into that room. Maybe there is a hidden lever somewhere in 
the temple you can pull and it will reset the spikes so they won't kill you?
It is all apart of rethinking how the game works, adding in some puzzle 
solving or something.

Bryan wrote:
 You could have it set up so that maybe i some situations the sword wouldn't 
 be feasible, so you'd have to swith to the whip or some other weapon. 
 There's a Skeleton on a distant platform that would prevent you from making 
 the jump unless it was dealt with. Sine trying to jump and swing a sword at 
 the same time might be dangerous, she could always draw her bow and take it 
 out before even attempting the leap. Makes a lot of sense, especially if 
 Angela had to grab onto the ledge or whatever to pull herself up. Kinda hard 
 to do that when swinging a sword.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
I personally think there should be a few bosses, perhaps every few levels or 
so. Helps to break up the monotony. One could be say a more powerful undead 
warrior, another could be like a stone guardian of some kind, while a third 
could be a demon who started out in spirit form and you had to hit him with 
his own magic to force him to become solid. Then you could slash him with 
your sword or whatever to actually cause damage.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 9:18 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles,
 yes, there is definitly going to be an evil boss. I don't know what form
 this boss will be, but I really want it to be cool.

 Charles Rivard wrote:
 The evil guardian could be the boss, battled in the last room of the 
 game?



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Dark,
As for my agreement with them I simply agreed to change the name. I said 
somewhere in one of my other posts that I decided on my own initiative 
to go ahead and rework the levels. I had two reasons for deciding this.
First, while working on Beta 10 I got several requests to add a feature 
to report distance and direction to items and monsters. Well, as I 
worked on said feature for Beta `10 I discovered that the way James and 
I was creating level maps and the way my game formulas worked were 
completely different. As a result I either reneeded to work my game 
calculations or recreate the maps to add said feature. That actually 
uncovered a bug I wasn't aware existed, but now I know exists, and needs 
fixed one way or another.
Second, since this copyright issue came up I decided to go ahead and 
redo the maps. Sure I can use the existing maps as a template, but if I 
am going to update the maps why not add in some changes and extras while 
I am at it?

Dark wrote:
 Hi Tom.

 Well, I'm glad it's fixed, and I'm always a fan of new levels.

 but tom, as has been said, nobody can copywwrite a concept or even a level 
 layout, and it seems a distinct shame for you to have to wrip up all the 
 level designing you've already done.

 How about keeping the levels you've got  maybe as a specific option in 
 the main menue under the name montizuma's temple or astec ruins or something 
 like, and then do your own fiendish level designing for some new 
 levels,  perhaps under another option in the main menue.

 It just strikes me as rather sad,  especially with all the work you did 
 designing them to begin with, and from playing through them myself I will 
 say their good and interesting levels and deffinately worth keeping.

 I certainly would also like to see your own level designs, but why do we 
 have to have one or the other?

 Beware the Grue!

 Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Charles,
Well, I might have to add a few extra key strokes, but I think the basic 
keyboard layout is going to remain the same.
For example, if I add extra weapons and tools I am probably going to 
want to asign each weapon and tool to a number key so you can select it 
such as 1 sword, 2 whip, 3 bow and arrow, 4 healing potion, 5 torch, 
etc. When you press space bar it will take the proper action like swing 
sword, light torch, drink potion, etcThe Tomb Raider games are like this 
and it is sort of nice. All you need to remember is to press the space 
key when you are holding the proper item/tool.
Another idea is I think I am going to reverse the arrow and shift+arrow 
combos. I have had several request to asign run to left and right arrows 
and asign walk to the shift+arrow combos. As i run a lot myself it is 
one of those ideas that does make sense.
One thing we could do with this run/walk idea is there are certain traps 
like spikes you can only avoid by walking, but if you run you will fall 
on them and Angela is run through. Interesting?


Charles Rivard wrote:
 Could this mean more keystrokes in a learning curve?  I like the fact that 
 there aren't currently a whole flock of them.  I do like the strategic 
 possibilities, though.  It could be sort of a trade off.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Charles and all,
Yeah, I know that this might be a bit of a let down for some in the 
beginning, but I do think this all may have been all for the better in 
the long run. Besides not having to worry about using someone else's 
copyrights I am now free to redesign the game with different traps, 
difficulties, and add some new monsters that were not present before. I 
also am more free to listen to end user suggestions and requests.
For example, one of the common complaints about the game was you had to 
find a new sword every time you killed a snake, skull, or spider. I 
would tell people that is how the Atari game was, and that didn't settle 
well. They always came back with some response  that made sense, but I 
was strait jacketed to the games rules, and the way that game operated.
Another common request was to let the user decide when to light his or 
her own torches. Many players disliked the fact that the torches light 
automatically, and often they would light in rooms that you had visited 
before. This time round I am just going to pull the automatic torch 
feature and let you choose when to light them on your own.


Charles Rivard wrote:
 There's a lot of Email that has come in over the past few hours, but it 
 sounds like what we'll get in the future will not be a remake of Montezuma's 
 Revenge, which is what I was hoping for, with minor changes.  I'm sure it 
 will be a great, fun game, but not what was in the original plans.  If I'm 
 right, I'm not complaining, nor would I want my money back.  Just a bit 
 disappointed.  Then again, have you really liked one particular song by an 
 artist, found that the only way you could get it was on an album with 11 
 songs you'd never heard on the radio, said Oh, what the heck.  I! Want! 
 that! song! and bought the album, and found that you liked the rest of it? 
 I'm thinking that's what this'll be, although not quite that extreme, 
 because most of the game will be the same.  I already think I'll like these 
 sword wielders.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Yohandy
swinging swords! awesome! or metal spikes that drop from the ceiling when 
you step on a trap. . ouch!

- Original Message - 
From: william lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 6:51 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 hi i reckon the traps at the moment in the game are too easy so yeah
 swinging swords and other things make it worth it in my view

 On 11 Feb 2008, at 11:47, Bryan wrote:

 I've just always heard in legends that a lot of temples and places
 like that
 were guarded, at least in part, by some form of undead. Then there
 were of
 course other traps like swinging blades, slamming metal jaws like in
 Prince
 of Persia and things like that that you had to time carefully in
 order to
 avoid. Think of it as those annoying lasers in Super Liam except
 that those
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 10:05 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and
 skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they
 exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it
 guarded
 by the undead forms of those who protected it in life? Skeletons
 are,
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Mich
hi tom and all. How about a Boomerang? that would be cool. from Mich.
- Original Message - 
From: Damien Sadler [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 3:28 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hey Tom,
 How about flame throwers, various types of clubs and truncheons, shoes,
 belts, and various body parts?

 Regards,
 Damien



 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list
 gamers@audyssey.org
 Sent: Monday, February 11, 2008 4:04 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I think that is a good idea. I don't know about the shield idea
 just yet, but I definitly want to redo the game with a variety of
 weapons to choose from. At the start I am thinking of whip, sword, and
 bow and arrow to start out with.
 If you have any other weapon ideas let me know and I wil put them in the
 ideas box. That box is getting quite full already.


 Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we
 encounter a skeleton and use them?  Hmm.  A new item in the temple to
 look
 for?



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Ah yes, Kali. Wasn't she the molevolent form of their mother goddess?
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 8:19 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi,
 Yeah, your idea of the spikes dropping down reminds me of that part in
 Indiana Jones and the Temple of Doom where the spikes came up out of the
 floor and celing and tried to run Indi and Willy Scott through.
 Fortunately, Indi was able to escape that trap.
 Now, that I think of it that adventure was in India. What a cool and
 mysterious place to have a plot line. Especially, anything with the
 goddess Collie in it. Of all the Indian gods/goddesses Collie has always
 struck me as a cool enemy to fight.

 Yohandy wrote:
 swinging swords! awesome! or metal spikes that drop from the ceiling when
 you step on a trap. . ouch!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Cara Quinn
   Thomas et al;  I think the reference to such oddities as  
disappearing platforms and warp platforms are a round-about reference  
to the idea that certain 'primitive' cultures had knowledge of more  
modern tech as in a sci-fi element that still exists today…

I personally look forward to where you'll take the game.

Very glad this has all worked out for the best for you!…

Have a lovely evening!…

Smiles,

Cara  :)


On Feb 10, 2008, at 8:45 PM, Thomas Ward wrote:

 Hi Josh,
 Chill out, dude. I don't see this as a major crisis, and neither  
 should
 you. They were in there legal rights to ask me to change the name of  
 my
 game. I decided on my own if I have to drop the name I might as well
 pull the levels too, and rework the game with a new theme and back  
 story.
 When it is done you should still be able to gather gems, gold coins,
 fight big ugly spiders, slithery snakes, and some kind of undead
 creature or creatures. As I see it changing it to be a little more
 modern is not a bad thing.
 For example, while the vanishing platforms were in the original game
 that is kind of weird to find in an ancient temple. I might be able to
 rework the game to have more realistic traps and pitfalls. Another  
 thing
 is the warp platforms are sort of weird to. I'd rather just have  
 doors,
 secret passages, and maybe trap doors to take you where you want to  
 go.
 Are you seeing it my way?

 josh wrote:
 this country is communist if they think they can force a developer  
 to change
 his or her ideas and games like that! this really makes me mad!  
 spending
 months to redesign your game due to a stupid copyright? I would  
 have blocked
 the bastard's email address and then I would have put a link on my  
 website
 stating something like...
 if you are blind, which means your eyes do not work at all, you  
 have had
 your eyes surgically removed, or you vision is that bad you have to  
 read
 large print then enter my site. sounds crazy but maybe that's what  
 it takes
 to get through to greedy money hungry sighted people? stupid  
 idiots! that's
 my opinion of'em! if I were a dev I would have said I'll change my  
 game when
 mainstream developers realise that us blind people want and demand  
 equal
 accessibility to your playstations and x-boxes!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Yeah, your idea of the spikes dropping down reminds me of that part in 
Indiana Jones and the Temple of Doom where the spikes came up out of the 
floor and celing and tried to run Indi and Willy Scott through. 
Fortunately, Indi was able to escape that trap.
Now, that I think of it that adventure was in India. What a cool and 
mysterious place to have a plot line. Especially, anything with the 
goddess Collie in it. Of all the Indian gods/goddesses Collie has always 
struck me as a cool enemy to fight.

Yohandy wrote:
 swinging swords! awesome! or metal spikes that drop from the ceiling when 
 you step on a trap. . ouch!
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Yeah, that is another possible strategy element right there. A whip 
might do more damage to a spider than say a skeleton. On the other hand 
a sword might be needed to take out that skeleton warrior hell bent on 
taking off your head.

Stefen Hudson wrote:
 Or perhaps certain monsters are resistant or immune to certain weapons. As 
 an example, in some games, skeletons are weak to weapons such as clubs 
 because they shatter bone, etc.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Phil Vlasak
Hi Tom,
Just as you were thinking of doing for another game, you could also put  out 
mods of the Angela's Quest  game using Montezuma's Return and Montezuma's 
Revenge sounds.
And as for jumping over skeletons, they could be crawling on their hands and 
bony knees.


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 9:40 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Liam,
 Yeah, I think so as well. Just this afternoon I worked on the game and I
 decided to import a lot of sound effects, music, etc from Tomb Hunter.
 The reason is the games are similar and the music is of a high quality
 to make the new version of this side-scroller better. I might even be
 able to call this one Tomb Hunter I Angela's Quest or Tomb Hunter I
 Mysteries of the Aztecs or something like that.

 Liam Erven wrote:
 actually.  I'm glad it won't be a remake.  the more I've thought about 
 it.
 the more enjoyable it soundes if it weren't like the original game.
  just my two cents



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Right. Don't forget the fire pits. Someone would have to constantly keep 
them stocked with burning material unless the fire is magical which 
would put that fire out of the bounds of known physics.

Bryan wrote:
 Well if there could be undead warriors there could certainly be burning 
 ropes and vines. Magic works differently than physics after all, and there 
 would already have to be magic in the environment for there to be undead 
 wandering around.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Bryan,
Well, in the current Beta with the Skeleton warriors, (soon to be 
released,) you can still jump over them, but that will likely be 
changing in a later update. HOwever, in this release if a skeleton 
attacks and you jump the sword will likely miss.


Bryan wrote:
 Maybe they couldn't be jumped over themselves, but their swords could be. 
 And you could probably run from them if you did it right.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Ah, I wasn't aware of either the bug or the decision to rework things.

I stil hope though somethingg is salvageable from the design you've done.

On the other hand, as you've said yourself, you are now free to play with 
the game,  add a lot! more levels, scenarios and enemies, traps etc.

One request I would make for the changes if possible, is varying the 
background ambience betwene levels,  or every few levels if there are 
many, thus giving the player a greater sense of achievement.

Perhaps you could include several locations as toom rader did,  south 
america, Egypt, Africa, china and maybe even atlantis,  perhaps with a 
different ambience for each.

Another idea might be to use different types of enemies in different 
environments to fullfil the same functions,  so South america has sword 
wielding skeletons as it's generic walk along grunts, egypt has mummies etc.

You could also considder including a more extensive storyline to keep things 
moving as well.

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Darren,
Yeah, I had been thinking about it, but do to the delays etc I was 
proceeding ahead with the original plans so to speak. There is a 
conflict in the math and maps, but I could have solved that problem by 
rewriting the calculations. That is ok, but that doesn't really excuse 
the fact I was following James North's level editor rather than checking 
to see if my engine code was compatible with his stuff. I found out the 
way his calculations worked and the way mine worked were different, and 
I frankly didn't like the way his worked.
For example, the way the current world engine works if Angela is 
standing at 9,9 and she jumps her y axis is subtracted and she might be 
at 9,6 at the top of her arc. To my way of thinking her y axis should 
increase to 9,12 rather than decrease to 9,6. So The way James was 
building his worlds was backwards from the way I think, and my 
calculations were off and I had to correct them to work properly. Not a 
huge problem, but I don't want the game engine to operate that way for 
every game. Better off fixing the source of the problem, the world map 
engine, and be done with it.


Darren Harris wrote:
 It sounds to me as if Thomas wanted to do this in the first place. And now
 he's got a good reason to do it. It sounds fun either way.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Will there be bosses? I had an interesting idea for a boss that might fit 
well into the theme of the new game. It actually features an element of the 
Twinrova battle from the Legend of Zelda games. My idea was that he'd be a 
demon of some kind who would start out in spirit form. He would warp around 
the area, firing off blasts of magical energy. He would have two attacks, 
fire and ice. The idea would be that you would use your sword or perhaps a 
magical shield to deflect the blasts of energy back at him. The trick, then, 
would be to absorb three blasts of the same attack I.E. three blasts of fire 
or three blasts of ice. After you'd absorbed three of the same attacks you 
would automatically launch the attack at the demon. This wouldn't actually 
damage him but it would cause him to assume a solid form. He would then 
attack you in some other form perhaps, and this would be the time to cause 
damage. You would then run up and slash him a few times. After being hit a 
few times he might resume his spirit form and the pattern would have to be 
repeated. It would involve an element of strategy, but then again it might 
be hard to do from a programming perspective. But there's my idea. You might 
need an ehcnanted shield that perhaps had to be found on that level in order 
to block the demon's magical attacks.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 9:00 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I know that this might be a bit of a let down for some in the
 beginning, but I do think this all may have been all for the better in
 the long run. Besides not having to worry about using someone else's
 copyrights I am now free to redesign the game with different traps,
 difficulties, and add some new monsters that were not present before. I
 also am more free to listen to end user suggestions and requests.
 For example, one of the common complaints about the game was you had to
 find a new sword every time you killed a snake, skull, or spider. I
 would tell people that is how the Atari game was, and that didn't settle
 well. They always came back with some response  that made sense, but I
 was strait jacketed to the games rules, and the way that game operated.
 Another common request was to let the user decide when to light his or
 her own torches. Many players disliked the fact that the torches light
 automatically, and often they would light in rooms that you had visited
 before. This time round I am just going to pull the automatic torch
 feature and let you choose when to light them on your own.





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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Kuvvosh
Sounds like Faxanadue game on NES, or Millions Castle type game.  But, you
talking about a major game tho.

Kuvvosh  

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Sunday, February 10, 2008 10:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Return Progress Report.

Hi Richard and all,
Well, one of the cool things about replacing skulls with armed skeleton 
warriors could be the game could be mor combat oriented. Perhaps Angela 
would have to find bows and arrows, whips, swords, and other sorts of 
weapons around the temple to kill undead warriors with.
As it stands now you need to find a sword  for every monster. We all 
would agree that is pretty unrealistic. Perhaps one sword for the entire 
game, or a series of different types of swords.  A long sword would have 
greater range than a short sword, but a whip would have good range but 
do less damage. If you look at these sorts of elements maybe this is 
good that this has happened. You know?


Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump 
 over the rolling skulls. but it seems likely that we would be able to jump

 over a sword wielding skeleton. I don't have a better replacement for the 
 skulls, but a skeleton just doesn't seem to fit also. That is my only 
 concern at this time.

 Rich
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Charles and all,
Yeah, I think that is a good idea. I don't know about the shield idea 
just yet, but I definitly want to redo the game with a variety of 
weapons to choose from. At the start I am thinking of whip, sword, and 
bow and arrow to start out with.
If you have any other weapon ideas let me know and I wil put them in the 
ideas box. That box is getting quite full already.


Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we 
 encounter a skeleton and use them?  Hmm.  A new item in the temple to look 
 for?
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Thanks for the suggestion. I haven't read that book series, but sounds 
like something to scope out some time.


Stefen Hudson wrote:
 I'm not sure if you've heard of it, but there's a book series called Rogue 
 Angel about an archaeologist who has to fight monsters and things. There 
 might be some more ideas in there for weapons and what not.

   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Jeremy Gilley
HI,
will monsters be able to disarm us?
and i think if you throw a weapon, you lose it until you go find it unless 
the monster picks it up eh?
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Charles Rivard [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, February 11, 2008 11:04 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Charles and all,
 Yeah, I think that is a good idea. I don't know about the shield idea
 just yet, but I definitly want to redo the game with a variety of
 weapons to choose from. At the start I am thinking of whip, sword, and
 bow and arrow to start out with.
 If you have any other weapon ideas let me know and I wil put them in the
 ideas box. That box is getting quite full already.


 Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we
 encounter a skeleton and use them?  Hmm.  A new item in the temple to 
 look
 for?



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Yohandy
Oh I love that series. You all should check out the graphic audio dramatized 
adaptations. Definitely plenty of ideas there. the author must do lots of 
research.

- Original Message - 
From: Stefen Hudson [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 1:03 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 I'm not sure if you've heard of it, but there's a book series called Rogue
 Angel about an archaeologist who has to fight monsters and things. There
 might be some more ideas in there for weapons and what not.

 --
 From: Thomas Ward [EMAIL PROTECTED]
 Sent: Sunday, February 10, 2008 8:37 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.

 Hi Ryan,
 No I am not going to convert Montezuma's Return into a ninja fighting
 game or something like that. I still want to keep the game with a
 treasure hunting and exploration type theme. Though, I can certainly
 give Angela more weapons and treasure items to find.
 Now, that I know it will not, and never will be, Montezuma's Revenge I
 am going to totally recreate the game with a new vision. I have a good
 background in Indiana Jones and Tomb Raider style games and movies so I
 should be able to come up with something pretty good.

 Ryan Conroy wrote:
 Hi Tom,

 If you have to change the game, instead of changing what comes at you,
 why not give the character some weapons, and just change the storyline
 all together? Ninja Turtles type of game would be awesome. I think it's
 what most of the BG community has been waiting for.
 Ryan
 _
 Click for free info on online degrees and make up to $150K/ year.
 http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Andy Smith
I agree with Dark, why not keep the levels you've already got and then a new 
option for new 
levels.



On Mon, 11 Feb 2008 10:37:26 -, Dark wrote:


Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a 
level 
layout, and it seems a distinct shame for you to have to wrip up all the 

level designing you've already done.

How about keeping the levels you've got  maybe as a specific option 
in 
the main menue under the name montizuma's temple or astec ruins or 
something 
like, and then do your own fiendish level designing for some new 
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you 
did 
designing them to begin with, and from playing through them myself I 
will 
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we 

have to have one or the other?

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Stefen Hudson
Or perhaps certain monsters are resistant or immune to certain weapons. As 
an example, in some games, skeletons are weak to weapons such as clubs 
because they shatter bone, etc.

--
From: Bryan [EMAIL PROTECTED]
Sent: Monday, February 11, 2008 3:38 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Montezuma's Return Progress Report.

 You could have it set up so that maybe i some situations the sword 
 wouldn't
 be feasible, so you'd have to swith to the whip or some other weapon.
 There's a Skeleton on a distant platform that would prevent you from 
 making
 the jump unless it was dealt with. Sine trying to jump and swing a sword 
 at
 the same time might be dangerous, she could always draw her bow and take 
 it
 out before even attempting the leap. Makes a lot of sense, especially if
 Angela had to grab onto the ledge or whatever to pull herself up. Kinda 
 hard
 to do that when swinging a sword.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 9:21 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Richard and all,
 Well, one of the cool things about replacing skulls with armed skeleton
 warriors could be the game could be mor combat oriented. Perhaps Angela
 would have to find bows and arrows, whips, swords, and other sorts of
 weapons around the temple to kill undead warriors with.
 As it stands now you need to find a sword  for every monster. We all
 would agree that is pretty unrealistic. Perhaps one sword for the entire
 game, or a series of different types of swords.  A long sword would have
 greater range than a short sword, but a whip would have good range but
 do less damage. If you look at these sorts of elements maybe this is
 good that this has happened. You know?


 Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to
 jump
 over a sword wielding skeleton. I don't have a better replacement for 
 the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread william lomas
hi i reckon the traps at the moment in the game are too easy so yeah  
swinging swords and other things make it worth it in my view

On 11 Feb 2008, at 11:47, Bryan wrote:

 I've just always heard in legends that a lot of temples and places  
 like that
 were guarded, at least in part, by some form of undead. Then there  
 were of
 course other traps like swinging blades, slamming metal jaws like in  
 Prince
 of Persia and things like that that you had to time carefully in  
 order to
 avoid. Think of it as those annoying lasers in Super Liam except  
 that those
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 10:05 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and  
 skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they  
 exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it
 guarded
 by the undead forms of those who protected it in life? Skeletons  
 are,
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
That was another reason why he changed the name to Return instead. 
Apparently the real emperor whom Montezuma is based on was known for having 
very severe problems in that area himself
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Stephen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 12:54 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hey tom..  I thought montezuma's revenge was what happened to you
 when hollidaying in mexico and you eat something that makes you sick? 
 hahaha

 At 03:37 PM 11/02/2008, you wrote:
Hi Ryan,
No I am not going to convert Montezuma's Return into a ninja fighting
game or something like that. I still want to keep the game with a
treasure hunting and exploration type theme. Though, I can certainly
give Angela more weapons and treasure items to find.
Now, that I know it will not, and never will be, Montezuma's Revenge I
am going to totally recreate the game with a new vision. I have a good
background in Indiana Jones and Tomb Raider style games and movies so I
should be able to come up with something pretty good.

Ryan Conroy wrote:
  Hi Tom,
 
  If you have to change the game, instead of changing what comes at
 you, why not give the character some weapons, and just change the
 storyline all together? Ninja Turtles type of game would be
 awesome. I think it's what most of the BG community has been waiting for.
  Ryan
  _
  Click for free info on online degrees and make up to $150K/ year.
 
 http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
  ---
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
I've just always heard in legends that a lot of temples and places like that 
were guarded, at least in part, by some form of undead. Then there were of 
course other traps like swinging blades, slamming metal jaws like in Prince 
of Persia and things like that that you had to time carefully in order to 
avoid. Think of it as those annoying lasers in Super Liam except that those 
won't kill you instantly the way, say, the jaws would.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 10:05 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it 
 guarded
 by the undead forms of those who protected it in life? Skeletons are, 
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
You could have it set up so that maybe i some situations the sword wouldn't 
be feasible, so you'd have to swith to the whip or some other weapon. 
There's a Skeleton on a distant platform that would prevent you from making 
the jump unless it was dealt with. Sine trying to jump and swing a sword at 
the same time might be dangerous, she could always draw her bow and take it 
out before even attempting the leap. Makes a lot of sense, especially if 
Angela had to grab onto the ledge or whatever to pull herself up. Kinda hard 
to do that when swinging a sword.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 9:21 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Richard and all,
 Well, one of the cool things about replacing skulls with armed skeleton
 warriors could be the game could be mor combat oriented. Perhaps Angela
 would have to find bows and arrows, whips, swords, and other sorts of
 weapons around the temple to kill undead warriors with.
 As it stands now you need to find a sword  for every monster. We all
 would agree that is pretty unrealistic. Perhaps one sword for the entire
 game, or a series of different types of swords.  A long sword would have
 greater range than a short sword, but a whip would have good range but
 do less damage. If you look at these sorts of elements maybe this is
 good that this has happened. You know?


 Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to 
 jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Darren Harris
It sounds to me as if Thomas wanted to do this in the first place. And now
he's got a good reason to do it. It sounds fun either way.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Dark
Sent: 11 February 2008 10:37
To: Gamers Discussion list
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a level 
layout, and it seems a distinct shame for you to have to wrip up all the 
level designing you've already done.

How about keeping the levels you've got  maybe as a specific option in 
the main menue under the name montizuma's temple or astec ruins or something

like, and then do your own fiendish level designing for some new 
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you did 
designing them to begin with, and from playing through them myself I will 
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we 
have to have one or the other?

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Stephen
Hey tom..  I thought montezuma's revenge was what happened to you 
when hollidaying in mexico and you eat something that makes you sick? hahaha

At 03:37 PM 11/02/2008, you wrote:
Hi Ryan,
No I am not going to convert Montezuma's Return into a ninja fighting
game or something like that. I still want to keep the game with a
treasure hunting and exploration type theme. Though, I can certainly
give Angela more weapons and treasure items to find.
Now, that I know it will not, and never will be, Montezuma's Revenge I
am going to totally recreate the game with a new vision. I have a good
background in Indiana Jones and Tomb Raider style games and movies so I
should be able to come up with something pretty good.

Ryan Conroy wrote:
  Hi Tom,
 
  If you have to change the game, instead of changing what comes at 
 you, why not give the character some weapons, and just change the 
 storyline all together? Ninja Turtles type of game would be 
 awesome. I think it's what most of the BG community has been waiting for.
  Ryan
  _
  Click for free info on online degrees and make up to $150K/ year.
  
 http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
  ---
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Dark,
Well, as far as this game goes I don't plan to have it playout in 
several locations as Tomb Raider does for the primary fact I already 
have one game that does this. My Tomb Hunter FPS game is very much like 
Tomb Raider in that you will explore pyramids, underground tombs, 
ancient temples, caves, etc all over the world. I don't really want to 
repete features of another game already under development.
As far as salvaging code most of the underlying engine is fine. Most of 
it is recreating just the llevel maps, upgrading the monsters, and 
adding a few new traps here and there. If I dd puzzles and that kind of 
thing then that will need to be coded, but is still quite a ways along 
in development so it isn't like starting over from scratch.

Dark wrote:
 Ah, I wasn't aware of either the bug or the decision to rework things.

 I stil hope though somethingg is salvageable from the design you've done.

 On the other hand, as you've said yourself, you are now free to play with 
 the game,  add a lot! more levels, scenarios and enemies, traps etc.

 One request I would make for the changes if possible, is varying the 
 background ambience betwene levels,  or every few levels if there are 
 many, thus giving the player a greater sense of achievement.

 Perhaps you could include several locations as toom rader did,  south 
 america, Egypt, Africa, china and maybe even atlantis,  perhaps with a 
 different ambience for each.

 Another idea might be to use different types of enemies in different 
 environments to fullfil the same functions,  so South america has sword 
 wielding skeletons as it's generic walk along grunts, egypt has mummies etc.

 You could also considder including a more extensive storyline to keep things 
 moving as well.

 Beware the Grue!

 Dark. 
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Dark,
Ok, that would be funny as heck. I'd love to see a monster swing a sword 
or something, hit one of those electric force fields, and get fried 
Though, I am kind under a time crunch so I am going to probably go bare 
bones with 1.0 of this game..

Dark wrote:
 Well, as a mega man fan, I'm always in favor of strategical bosses. I also 
 like the ones where you have to use the environment against them,  such 
 as pushing crocomire into the acid pit in Super metroid, or the 
 electricution of Draigan (the fish boss).

 something similar could work in an audio side scroller,  for example 
 there is an electric fense on one side of the arena, and a monster trying to 
 attakc you with a chain mase, the art being to stand in front of the trap 
 long enough for the monster to swing at you, then jump or duck out of the 
 way just in time so the chain hits the electricity and the monster gets 
 zapped.

 Beware the Grue!

 Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Flame throwers? Sounds cool, but i am trying to think of weapons that 
might have been native to the culture we are considering on fighting.

Damien Sadler wrote:
 Hey Tom,
 How about flame throwers, various types of clubs and truncheons, shoes, 
 belts, and various body parts?

 Regards,
 Damien

   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Wo, dude! Slow down one thing at a time. First, depending on where this 
takes place we need to think about what sorts of weapons would be 
available to pick up.
Second, I need to dig up a bunch of new sound effects to do all those 
weapons, and that could take some time. So I will have to sort through 
all the possabilities and figure out which weapons would work.

shaun everiss wrote:
 what about some sort of axe, long and shord swords, spears and daggers, 
 nives, etc.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
I can assure you the new game still will be a side-scroller. The core 
engine is already built, and all it needs is some upgrades. Going to a 
First Person or Third Person Shooter game would require some major 
alteration of the way the game operates. The new Genesis 3D engine I am 
working on is more suited for the First Person and Third Person style games.

Bryan wrote:
 There really aren't that many of those in the AG market. That much at least 
 I hope will remain the same.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Well, fists could be added, but I don't see them as very effective 
against undead warriors. Actually, you ever seen anyone try and use 
fists against a giant python, or huge black hairy spider?

shaun everiss wrote:
 WHY JUMP, BATTLE i WOULD THINK.
 aLTHOUGH SINCE WE AR CHANGING THE GAME, WE CAN HAVE 1 SWORD THAT DOES NOT 
 BREAK, WELL UNLESS YOU FIGHT SOMETHING WITH A THICK SKIN THEN YOU NEED 
 ANOTHER.
 wHAT ABOUT FISTS.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Shaun,
No, it would not have to be a side-scroller, but that is the way the 
current engine is designed. To convert the game to an FPS it would have 
to be rebuilt upon the Genesis 3D engine which I have not even completed 
do to my work on Monte and other  projects.

shaun everiss wrote:
 WELL ALL OUT NINJA WOULD ROCK.
 aND DOES IT HAVE TO BE SIDE SCROLER?
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Well, as a mega man fan, I'm always in favor of strategical bosses. I also 
like the ones where you have to use the environment against them,  such 
as pushing crocomire into the acid pit in Super metroid, or the 
electricution of Draigan (the fish boss).

something similar could work in an audio side scroller,  for example 
there is an electric fense on one side of the arena, and a monster trying to 
attakc you with a chain mase, the art being to stand in front of the trap 
long enough for the monster to swing at you, then jump or duck out of the 
way just in time so the chain hits the electricity and the monster gets 
zapped.

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Nice, I like I like!

In fact with temples and traps, switch puzles, falling rock puzles and such 
are a bit of a must.

You could also considder some reaction puzles,  for example, you come 
upon an area with a wooden floor, and then a bit further up you have a 
rolling ball trap, and have to deliberately activate the trap and run like 
the clappers back to the wooden floor so the ball smashes through and you 
can proceed downwards.

If using sapi, you could also have messages on the walls of the temple to 
read,  for either plot info or puzle solving, to give the game more 
depth.

Beware the Grue!

Dark.
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Shaun,
The new game will still have climbable ropes. Historically speaking 
ancient peoples did know how to make ropes. In South and Central 
American cultures they made their ropes out of hemp. For the uninitiated 
that is the same plant we get marijuana from. Which could get real 
interesting if it was burning. Lol!
I can just see it now. Angela comes upon a hemp rope. It is burning. She 
starts getting high as a kite.Oo baby. Far out, man.
Seriously, hemp made very good rope making material. It is very strong, 
lasts a long time, and would be more trustworthy than a simple vine. 
Compared to modern times it would have been the nylon ropes of ancient 
cultures.
Anyway, I do want the ropes to stay in the game. They can be used to get 
to ledges above and below Angela, swing out over lava pits, fire pits, 
and other traps, etc. They have allot of uses in a game like this.


shaun everiss wrote:
 WHAT ABOUT THE ROPES AND BURNING ROPES?
 would TEMPLES REALISTICALLY HAVE ROPES OR WOULD THEY BE VINES.
 ALSO WOULD THEY BE BURNING NECESSARILY.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Cara Quinn
   Love Tomb Hunter, Mysteries of the Aztecs!…  Great title!…

Smiles,

CQ  :)


On Feb 11, 2008, at 6:40 PM, Thomas Ward wrote:

 Hi Liam,
 Yeah, I think so as well. Just this afternoon I worked on the game  
 and I
 decided to import a lot of sound effects, music, etc from Tomb Hunter.
 The reason is the games are similar and the music is of a high quality
 to make the new version of this side-scroller better. I might even be
 able to call this one Tomb Hunter I Angela's Quest or Tomb Hunter I
 Mysteries of the Aztecs or something like that.

 Liam Erven wrote:
 actually.  I'm glad it won't be a remake.  the more I've thought  
 about it.
 the more enjoyable it soundes if it weren't like the original game.
 just my two cents



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Charles Rivard
Hmm.  It could be a crushing defeat!

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Cara Quinn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 11:53 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


Tom thus spoke;

 you ever seen anyone try and use
fists against a giant python, or huge black hairy spider?

   -To which I reply;

Not for very long!  lol!…

Smiles,

Cara  :)


On Feb 11, 2008, at 6:42 PM, Thomas Ward wrote:

 Hi,
 Well, fists could be added, but I don't see them as very effective
 against undead warriors. Actually, you ever seen anyone try and use
 fists against a giant python, or huge black hairy spider?

 shaun everiss wrote:
 WHY JUMP, BATTLE i WOULD THINK.
 aLTHOUGH SINCE WE AR CHANGING THE GAME, WE CAN HAVE 1 SWORD THAT
 DOES NOT BREAK, WELL UNLESS YOU FIGHT SOMETHING WITH A THICK SKIN
 THEN YOU NEED ANOTHER.
 wHAT ABOUT FISTS.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread shaun everiss
what about some sort of axe, long and shord swords, spears and daggers, nives, 
etc.
At 05:04 a.m. 12/02/2008, you wrote:
Hi Charles and all,
Yeah, I think that is a good idea. I don't know about the shield idea 
just yet, but I definitly want to redo the game with a variety of 
weapons to choose from. At the start I am thinking of whip, sword, and 
bow and arrow to start out with.
If you have any other weapon ideas let me know and I wil put them in the 
ideas box. That box is getting quite full already.


Charles Rivard wrote:
 Maybe we have to battle the skeleton?  Find a sword and shield before we 
 encounter a skeleton and use them?  Hmm.  A new item in the temple to look 
 for?
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
That would take even longer to program probably.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Andy Smith [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 5:36 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


I agree with Dark, why not keep the levels you've already got and then a 
new option for new
 levels.



 On Mon, 11 Feb 2008 10:37:26 -, Dark wrote:


Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a
level
layout, and it seems a distinct shame for you to have to wrip up all the

level designing you've already done.

How about keeping the levels you've got  maybe as a specific option
in
the main menue under the name montizuma's temple or astec ruins or
something
like, and then do your own fiendish level designing for some new
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you
did
designing them to begin with, and from playing through them myself I
will
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we

have to have one or the other?

Beware the Grue!

Dark.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Well that's sort of what those jaws were in Prince of Persia. They weren't 
spikes but it was the same thing.They were like these big metal blades that 
would slam into the floor and slice you in half if you walked under them at 
the wrong moment. Then the later games also did feature those swinging and 
spinning blades that wouldn't kill you right away but they did a lot of 
damage.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 6:54 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 swinging swords! awesome! or metal spikes that drop from the ceiling when
 you step on a trap. . ouch!

 - Original Message - 
 From: william lomas [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, February 11, 2008 6:51 AM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 hi i reckon the traps at the moment in the game are too easy so yeah
 swinging swords and other things make it worth it in my view

 On 11 Feb 2008, at 11:47, Bryan wrote:

 I've just always heard in legends that a lot of temples and places
 like that
 were guarded, at least in part, by some form of undead. Then there
 were of
 course other traps like swinging blades, slamming metal jaws like in
 Prince
 of Persia and things like that that you had to time carefully in
 order to
 avoid. Think of it as those annoying lasers in Super Liam except
 that those
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 10:05 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and
 skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they
 exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it
 guarded
 by the undead forms of those who protected it in life? Skeletons
 are,
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi,
Yeah, the swinging blade trap is a very common one in Indiana Jones and 
Tomb Rader games as well. Sometimes I've noticed I have had Lara Croft 
crawl under them, or sometimes I have had to have her try and jump over 
them. Sometimes the only way to avoid them is time your run just right, 
or deactivate it. All depends on the game, specific level, and how hard 
the trap is.
As far as those annoying lasers on SL I hav4 the perfect trap that 
matches up. Some treasure hunting games use dart traps. You enter a room 
and it begins shooting darts at you. You have to either have to jump the 
darts or deactivate the trap.

Bryan wrote:
 I've just always heard in legends that a lot of temples and places like that 
 were guarded, at least in part, by some form of undead. Then there were of 
 course other traps like swinging blades, slamming metal jaws like in Prince 
 of Persia and things like that that you had to time carefully in order to 
 avoid. Think of it as those annoying lasers in Super Liam except that those 
 won't kill you instantly the way, say, the jaws would.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Bryan
Well if there could be undead warriors there could certainly be burning 
ropes and vines. Magic works differently than physics after all, and there 
would already have to be magic in the environment for there to be undead 
wandering around.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, February 11, 2008 12:28 AM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 WHAT ABOUT THE ROPES AND BURNING ROPES?
 wOULD TEMPLES REALISTICALLY HAVE ROPES OR WOULD THEY BE VINES.
 ALSO WOULD THEY BE BURNING NECESSARILY.
 At 05:45 p.m. 11/02/2008, you wrote:
Hi Josh,
Chill out, dude. I don't see this as a major crisis, and neither should
you. They were in there legal rights to ask me to change the name of my
game. I decided on my own if I have to drop the name I might as well
pull the levels too, and rework the game with a new theme and back story.
When it is done you should still be able to gather gems, gold coins,
fight big ugly spiders, slithery snakes, and some kind of undead
creature or creatures. As I see it changing it to be a little more
modern is not a bad thing.
For example, while the vanishing platforms were in the original game
that is kind of weird to find in an ancient temple. I might be able to
rework the game to have more realistic traps and pitfalls. Another thing
is the warp platforms are sort of weird to. I'd rather just have doors,
secret passages, and maybe trap doors to take you where you want to go.
Are you seeing it my way?

josh wrote:
 this country is communist if they think they can force a developer to 
 change
 his or her ideas and games like that! this really makes me mad! spending
 months to redesign your game due to a stupid copyright? I would have 
 blocked
 the bastard's email address and then I would have put a link on my 
 website
 stating something like...
 if you are blind, which means your eyes do not work at all, you have had
 your eyes surgically removed, or you vision is that bad you have to read
 large print then enter my site. sounds crazy but maybe that's what it 
 takes
 to get through to greedy money hungry sighted people? stupid idiots! 
 that's
 my opinion of'em! if I were a dev I would have said I'll change my game 
 when
 mainstream developers realise that us blind people want and demand equal
 accessibility to your playstations and x-boxes!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread william lomas
hi yup i agree
make it even more of a challenge than it already is
mind you with this extra work i doubt we'll be ssing betas of raceway  
but the tombraider one is what i am looking forward too in 2008?
will

On 11 Feb 2008, at 10:39, Darren Harris wrote:

 It sounds to me as if Thomas wanted to do this in the first place.  
 And now
 he's got a good reason to do it. It sounds fun either way.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:gamers- 
 [EMAIL PROTECTED] On
 Behalf Of Dark
 Sent: 11 February 2008 10:37
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Tom.

 Well, I'm glad it's fixed, and I'm always a fan of new levels.

 but tom, as has been said, nobody can copywwrite a concept or even a  
 level
 layout, and it seems a distinct shame for you to have to wrip up all  
 the
 level designing you've already done.

 How about keeping the levels you've got  maybe as a specific  
 option in
 the main menue under the name montizuma's temple or astec ruins or  
 something

 like, and then do your own fiendish level designing for some new
 levels,  perhaps under another option in the main menue.

 It just strikes me as rather sad,  especially with all the work  
 you did
 designing them to begin with, and from playing through them myself I  
 will
 say their good and interesting levels and deffinately worth keeping.

 I certainly would also like to see your own level designs, but why  
 do we
 have to have one or the other?

 Beware the Grue!

 Dark.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Dark
Hi Tom.

Well, I'm glad it's fixed, and I'm always a fan of new levels.

but tom, as has been said, nobody can copywwrite a concept or even a level 
layout, and it seems a distinct shame for you to have to wrip up all the 
level designing you've already done.

How about keeping the levels you've got  maybe as a specific option in 
the main menue under the name montizuma's temple or astec ruins or something 
like, and then do your own fiendish level designing for some new 
levels,  perhaps under another option in the main menue.

It just strikes me as rather sad,  especially with all the work you did 
designing them to begin with, and from playing through them myself I will 
say their good and interesting levels and deffinately worth keeping.

I certainly would also like to see your own level designs, but why do we 
have to have one or the other?

Beware the Grue!

Dark. 


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Charles,
yes, there is definitly going to be an evil boss. I don't know what form 
this boss will be, but I really want it to be cool.

Charles Rivard wrote:
 The evil guardian could be the boss, battled in the last room of the game?
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Thomas Ward
Hi Liam,
Yeah, I think so as well. Just this afternoon I worked on the game and I 
decided to import a lot of sound effects, music, etc from Tomb Hunter. 
The reason is the games are similar and the music is of a high quality 
to make the new version of this side-scroller better. I might even be 
able to call this one Tomb Hunter I Angela's Quest or Tomb Hunter I 
Mysteries of the Aztecs or something like that.

Liam Erven wrote:
 actually.  I'm glad it won't be a remake.  the more I've thought about it. 
 the more enjoyable it soundes if it weren't like the original game.
  just my two cents
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Stefen Hudson
Hmm, kind of like the technology of Atlantis? They're said to have used a 
lot of crystal things. I'm not sure if the Aztecs did though.

--
From: Cara Quinn [EMAIL PROTECTED]
Sent: Monday, February 11, 2008 7:20 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Montezuma's Return Progress Report.

   Thomas et al;  I think the reference to such oddities as
 disappearing platforms and warp platforms are a round-about reference
 to the idea that certain 'primitive' cultures had knowledge of more
 modern tech as in a sci-fi element that still exists today…

 I personally look forward to where you'll take the game.

 Very glad this has all worked out for the best for you!…

 Have a lovely evening!…

 Smiles,

 Cara  :)


 On Feb 10, 2008, at 8:45 PM, Thomas Ward wrote:

 Hi Josh,
 Chill out, dude. I don't see this as a major crisis, and neither
 should
 you. They were in there legal rights to ask me to change the name of
 my
 game. I decided on my own if I have to drop the name I might as well
 pull the levels too, and rework the game with a new theme and back
 story.
 When it is done you should still be able to gather gems, gold coins,
 fight big ugly spiders, slithery snakes, and some kind of undead
 creature or creatures. As I see it changing it to be a little more
 modern is not a bad thing.
 For example, while the vanishing platforms were in the original game
 that is kind of weird to find in an ancient temple. I might be able to
 rework the game to have more realistic traps and pitfalls. Another
 thing
 is the warp platforms are sort of weird to. I'd rather just have
 doors,
 secret passages, and maybe trap doors to take you where you want to
 go.
 Are you seeing it my way?

 josh wrote:
 this country is communist if they think they can force a developer
 to change
 his or her ideas and games like that! this really makes me mad!
 spending
 months to redesign your game due to a stupid copyright? I would
 have blocked
 the bastard's email address and then I would have put a link on my
 website
 stating something like...
 if you are blind, which means your eyes do not work at all, you
 have had
 your eyes surgically removed, or you vision is that bad you have to
 read
 large print then enter my site. sounds crazy but maybe that's what
 it takes
 to get through to greedy money hungry sighted people? stupid
 idiots! that's
 my opinion of'em! if I were a dev I would have said I'll change my
 game when
 mainstream developers realise that us blind people want and demand
 equal
 accessibility to your playstations and x-boxes!



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread shaun everiss
in the indiana movies and things the guy uses a whip to swing over lava pits, 
and other things, I wander if you could swing with the whip.
At 04:12 p.m. 12/02/2008, you wrote:
Hi,
Yeah, that is another possible strategy element right there. A whip 
might do more damage to a spider than say a skeleton. On the other hand 
a sword might be needed to take out that skeleton warrior hell bent on 
taking off your head.

Stefen Hudson wrote:
 Or perhaps certain monsters are resistant or immune to certain weapons. As 
 an example, in some games, skeletons are weak to weapons such as clubs 
 because they shatter bone, etc.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-11 Thread Cara Quinn
Tom thus spoke;

 you ever seen anyone try and use
fists against a giant python, or huge black hairy spider?

   -To which I reply;

Not for very long!  lol!…

Smiles,

Cara  :)


On Feb 11, 2008, at 6:42 PM, Thomas Ward wrote:

 Hi,
 Well, fists could be added, but I don't see them as very effective
 against undead warriors. Actually, you ever seen anyone try and use
 fists against a giant python, or huge black hairy spider?

 shaun everiss wrote:
 WHY JUMP, BATTLE i WOULD THINK.
 aLTHOUGH SINCE WE AR CHANGING THE GAME, WE CAN HAVE 1 SWORD THAT  
 DOES NOT BREAK, WELL UNLESS YOU FIGHT SOMETHING WITH A THICK SKIN  
 THEN YOU NEED ANOTHER.
 wHAT ABOUT FISTS.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Richard sherman
Hi Thom,

I am glad that this situation has been resolved.

I like the title of Angela's Quest.

I do have one thing that is puzzling myself.  In the game, we would jump 
over the rolling skulls. but it seems likely that we would be able to jump 
over a sword wielding skeleton. I don't have a better replacement for the 
skulls, but a skeleton just doesn't seem to fit also. That is my only 
concern at this time.

Rich
- Original Message - 
From: Thomas Ward
Sent: Sunday, February 10, 2008 4:12 PM


Hello everyone,
I would like to announce that the Montezuma's Return copyright issues
have been successfully resolved this afternoon. Here is what is
happening so everyone is aware of what to expect over the next few days.
First, I have agreed to change the title of Montezuma's Return to
something else, and remove all references of Montezuma's Return from my
web site. Tentatively I am thinking of republishing the game under the
title Angela's Quest. Though, the name of the game is only one thing I
have to think over the next few days.
Second, since this game is not really going to be Montezuma's Revenge or
Montezuma's Return any more I have decided to use my own creative
license to make some changes in the game which I hope all of you like.
For example, rather than bouncing and rolling skulls I am going to
replace them with sword wielding skeleton warriors.
Third, since all the game levels were based directly on Montezuma's
Revenge's levels I have also agreed to modify the levels and redesign
the temple levels from scratch.
Finally, because I am aware it could take a couple of months to redesign
the game fully I will be releasing a patched version of Montezuma's
Return Beta 9 to the web site under its new name.
I also want everyone to know all of your product keys you have received
for Montezuma's Return will still work with the new game. I am not
planning on making changes to the product activation and licensing code
other than to assign your product keys to the new product name and
version. However, your keys should still work fine. 


---
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Bryan
Actually in an ancient temple like that it does fit. Why not have it guarded 
by the undead forms of those who protected it in life? Skeletons are, unless 
I'm muh mistaken, a form of undead.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Richard sherman [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 5:32 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich
 - Original Message - 
 From: Thomas Ward
 Sent: Sunday, February 10, 2008 4:12 PM


 Hello everyone,
 I would like to announce that the Montezuma's Return copyright issues
 have been successfully resolved this afternoon. Here is what is
 happening so everyone is aware of what to expect over the next few days.
 First, I have agreed to change the title of Montezuma's Return to
 something else, and remove all references of Montezuma's Return from my
 web site. Tentatively I am thinking of republishing the game under the
 title Angela's Quest. Though, the name of the game is only one thing I
 have to think over the next few days.
 Second, since this game is not really going to be Montezuma's Revenge or
 Montezuma's Return any more I have decided to use my own creative
 license to make some changes in the game which I hope all of you like.
 For example, rather than bouncing and rolling skulls I am going to
 replace them with sword wielding skeleton warriors.
 Third, since all the game levels were based directly on Montezuma's
 Revenge's levels I have also agreed to modify the levels and redesign
 the temple levels from scratch.
 Finally, because I am aware it could take a couple of months to redesign
 the game fully I will be releasing a patched version of Montezuma's
 Return Beta 9 to the web site under its new name.
 I also want everyone to know all of your product keys you have received
 for Montezuma's Return will still work with the new game. I am not
 planning on making changes to the product activation and licensing code
 other than to assign your product keys to the new product name and
 version. However, your keys should still work fine.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED]
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 If you have any questions or concerns regarding the management of the 
 list,
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread josh
this country is communist if they think they can force a developer to change 
his or her ideas and games like that! this really makes me mad! spending 
months to redesign your game due to a stupid copyright? I would have blocked 
the bastard's email address and then I would have put a link on my website 
stating something like...
if you are blind, which means your eyes do not work at all, you have had 
your eyes surgically removed, or you vision is that bad you have to read 
large print then enter my site. sounds crazy but maybe that's what it takes 
to get through to greedy money hungry sighted people? stupid idiots! that's 
my opinion of'em! if I were a dev I would have said I'll change my game when 
mainstream developers realise that us blind people want and demand equal 
accessibility to your playstations and x-boxes!



- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 7:12 PM
Subject: [Audyssey] Montezuma's Return Progress Report.


 Hello everyone,
 I would like to announce that the Montezuma's Return copyright issues
 have been successfully resolved this afternoon. Here is what is
 happening so everyone is aware of what to expect over the next few days.
 First, I have agreed to change the title of Montezuma's Return to
 something else, and remove all references of Montezuma's Return from my
 web site. Tentatively I am thinking of republishing the game under the
 title Angela's Quest. Though, the name of the game is only one thing I
 have to think over the next few days.
 Second, since this game is not really going to be Montezuma's Revenge or
 Montezuma's Return any more I have decided to use my own creative
 license to make some changes in the game which I hope all of you like.
 For example, rather than bouncing and rolling skulls I am going to
 replace them with sword wielding skeleton warriors.
 Third, since all the game levels were based directly on Montezuma's
 Revenge's levels I have also agreed to modify the levels and redesign
 the temple levels from scratch.
 Finally, because I am aware it could take a couple of months to redesign
 the game fully I will be releasing a patched version of Montezuma's
 Return Beta 9 to the web site under its new name.
 I also want everyone to know all of your product keys you have received
 for Montezuma's Return will still work with the new game. I am not
 planning on making changes to the product activation and licensing code
 other than to assign your product keys to the new product name and
 version. However, your keys should still work fine.
 Cheers.


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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.516 / Virus Database: 269.20.0/1268 - Release Date: 2/9/2008 
 11:54 AM

 



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Richard sherman
Hi bryan,

I do hear yours and Thomas's point on this. It was just a matter of physics and 
such. and yes I do understand this is a game. But snakes, large spiders, and 
rolling skulls are easily understood that they can be jumped over. A sword 
wielding skeleton would be too large to just jump over. Maybe a skeleton torso 
that crawls after you might work.

 That is my point. I hope I am making it clear. not trying to be argumentative.

Either way, I will be very happy with whatever modifications Thomas makes to 
this project.

Rich
- Original Message - 
From: Bryan 
Sent: Sunday, February 10, 2008 5:44 PM


Actually in an ancient temple like that it does fit. Why not have it guarded 
by the undead forms of those who protected it in life? Skeletons are, unless 
I'm muh mistaken, a form of undead.
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Bryan
Maybe they couldn't be jumped over themselves, but their swords could be. 
And you could probably run from them if you did it right.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Richard sherman [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 7:30 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi bryan,

 I do hear yours and Thomas's point on this. It was just a matter of 
 physics and such. and yes I do understand this is a game. But snakes, 
 large spiders, and rolling skulls are easily understood that they can be 
 jumped over. A sword wielding skeleton would be too large to just jump 
 over. Maybe a skeleton torso that crawls after you might work.

 That is my point. I hope I am making it clear. not trying to be 
 argumentative.

 Either way, I will be very happy with whatever modifications Thomas makes 
 to this project.

 Rich
 - Original Message - 
 From: Bryan
 Sent: Sunday, February 10, 2008 5:44 PM


 Actually in an ancient temple like that it does fit. Why not have it 
 guarded
 by the undead forms of those who protected it in life? Skeletons are, 
 unless
 I'm muh mistaken, a form of undead.
 ---
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Charles Rivard
There's a lot of Email that has come in over the past few hours, but it 
sounds like what we'll get in the future will not be a remake of Montezuma's 
Revenge, which is what I was hoping for, with minor changes.  I'm sure it 
will be a great, fun game, but not what was in the original plans.  If I'm 
right, I'm not complaining, nor would I want my money back.  Just a bit 
disappointed.  Then again, have you really liked one particular song by an 
artist, found that the only way you could get it was on an album with 11 
songs you'd never heard on the radio, said Oh, what the heck.  I! Want! 
that! song! and bought the album, and found that you liked the rest of it? 
I'm thinking that's what this'll be, although not quite that extreme, 
because most of the game will be the same.  I already think I'll like these 
sword wielders.

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 4:12 PM
Subject: [Audyssey] Montezuma's Return Progress Report.


 Hello everyone,
 I would like to announce that the Montezuma's Return copyright issues
 have been successfully resolved this afternoon. Here is what is
 happening so everyone is aware of what to expect over the next few days.
 First, I have agreed to change the title of Montezuma's Return to
 something else, and remove all references of Montezuma's Return from my
 web site. Tentatively I am thinking of republishing the game under the
 title Angela's Quest. Though, the name of the game is only one thing I
 have to think over the next few days.
 Second, since this game is not really going to be Montezuma's Revenge or
 Montezuma's Return any more I have decided to use my own creative
 license to make some changes in the game which I hope all of you like.
 For example, rather than bouncing and rolling skulls I am going to
 replace them with sword wielding skeleton warriors.
 Third, since all the game levels were based directly on Montezuma's
 Revenge's levels I have also agreed to modify the levels and redesign
 the temple levels from scratch.
 Finally, because I am aware it could take a couple of months to redesign
 the game fully I will be releasing a patched version of Montezuma's
 Return Beta 9 to the web site under its new name.
 I also want everyone to know all of your product keys you have received
 for Montezuma's Return will still work with the new game. I am not
 planning on making changes to the product activation and licensing code
 other than to assign your product keys to the new product name and
 version. However, your keys should still work fine.
 Cheers.


 ---
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 [EMAIL PROTECTED]
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Bryan
There really aren't that many of those in the AG market. That much at least 
I hope will remain the same.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 8:29 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 WELL ALL OUT NINJA WOULD ROCK.
 aND DOES IT HAVE TO BE SIDE SCROLER?
 At 02:04 p.m. 11/02/2008, you wrote:
Hi Tom,

If you have to change the game, instead of changing what comes at you, why 
not give the character some weapons, and just change the storyline all 
together? Ninja Turtles type of game would be awesome. I think it's what 
most of the BG community has been waiting for.
Ryan
_
Click for free info on online degrees and make up to $150K/ year.
http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
---
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Bryan
Battle, yes. Battle would be good.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 8:35 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 WHY JUMP, BATTLE i WOULD THINK.
 aLTHOUGH SINCE WE AR CHANGING THE GAME, WE CAN HAVE 1 SWORD THAT DOES NOT 
 BREAK, WELL UNLESS YOU FIGHT SOMETHING WITH A THICK SKIN THEN YOU NEED 
 ANOTHER.
 wHAT ABOUT FISTS.
 At 03:30 p.m. 11/02/2008, you wrote:
Hi bryan,

I do hear yours and Thomas's point on this. It was just a matter of 
physics and such. and yes I do understand this is a game. But snakes, 
large spiders, and rolling skulls are easily understood that they can be 
jumped over. A sword wielding skeleton would be too large to just jump 
over. Maybe a skeleton torso that crawls after you might work.

 That is my point. I hope I am making it clear. not trying to be 
 argumentative.

Either way, I will be very happy with whatever modifications Thomas makes 
to this project.

Rich
- Original Message - 
From: Bryan
Sent: Sunday, February 10, 2008 5:44 PM


Actually in an ancient temple like that it does fit. Why not have it 
guarded
by the undead forms of those who protected it in life? Skeletons are, 
unless
I'm muh mistaken, a form of undead.
---
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Charles Rivard
You're right.  No bones about it.  Oops, wait a minute.  Ah, never mind. 
(grin)  Maybe there's a skeleton in the closet, and I need to get at it to 
kill it.  Now, what did I do with that skeleton key?  Sheesh.

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Bryan [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 5:44 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Actually in an ancient temple like that it does fit. Why not have it 
 guarded
 by the undead forms of those who protected it in life? Skeletons are, 
 unless
 I'm muh mistaken, a form of undead.
 Time is an illusion, lunchtime doubly so.
 - Original Message - 
 From: Richard sherman [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 5:32 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to 
 jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich
 - Original Message - 
 From: Thomas Ward
 Sent: Sunday, February 10, 2008 4:12 PM


 Hello everyone,
 I would like to announce that the Montezuma's Return copyright issues
 have been successfully resolved this afternoon. Here is what is
 happening so everyone is aware of what to expect over the next few days.
 First, I have agreed to change the title of Montezuma's Return to
 something else, and remove all references of Montezuma's Return from my
 web site. Tentatively I am thinking of republishing the game under the
 title Angela's Quest. Though, the name of the game is only one thing I
 have to think over the next few days.
 Second, since this game is not really going to be Montezuma's Revenge or
 Montezuma's Return any more I have decided to use my own creative
 license to make some changes in the game which I hope all of you like.
 For example, rather than bouncing and rolling skulls I am going to
 replace them with sword wielding skeleton warriors.
 Third, since all the game levels were based directly on Montezuma's
 Revenge's levels I have also agreed to modify the levels and redesign
 the temple levels from scratch.
 Finally, because I am aware it could take a couple of months to redesign
 the game fully I will be releasing a patched version of Montezuma's
 Return Beta 9 to the web site under its new name.
 I also want everyone to know all of your product keys you have received
 for Montezuma's Return will still work with the new game. I am not
 planning on making changes to the product activation and licensing code
 other than to assign your product keys to the new product name and
 version. However, your keys should still work fine.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 [EMAIL PROTECTED]
 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/[EMAIL PROTECTED]
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to [EMAIL PROTECTED]



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Liam Erven
actually.  I'm glad it won't be a remake.  the more I've thought about it. 
the more enjoyable it soundes if it weren't like the original game.
 just my two cents

- Original Message - 
From: Charles Rivard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 11:25 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 There's a lot of Email that has come in over the past few hours, but it
 sounds like what we'll get in the future will not be a remake of 
 Montezuma's
 Revenge, which is what I was hoping for, with minor changes.  I'm sure it
 will be a great, fun game, but not what was in the original plans.  If I'm
 right, I'm not complaining, nor would I want my money back.  Just a bit
 disappointed.  Then again, have you really liked one particular song by an
 artist, found that the only way you could get it was on an album with 11
 songs you'd never heard on the radio, said Oh, what the heck.  I! Want!
 that! song! and bought the album, and found that you liked the rest of 
 it?
 I'm thinking that's what this'll be, although not quite that extreme,
 because most of the game will be the same.  I already think I'll like 
 these
 sword wielders.

 ---
 If you don't stand behind our troops,
 please, feel free ... to stand in front of them!

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 4:12 PM
 Subject: [Audyssey] Montezuma's Return Progress Report.


 Hello everyone,
 I would like to announce that the Montezuma's Return copyright issues
 have been successfully resolved this afternoon. Here is what is
 happening so everyone is aware of what to expect over the next few days.
 First, I have agreed to change the title of Montezuma's Return to
 something else, and remove all references of Montezuma's Return from my
 web site. Tentatively I am thinking of republishing the game under the
 title Angela's Quest. Though, the name of the game is only one thing I
 have to think over the next few days.
 Second, since this game is not really going to be Montezuma's Revenge or
 Montezuma's Return any more I have decided to use my own creative
 license to make some changes in the game which I hope all of you like.
 For example, rather than bouncing and rolling skulls I am going to
 replace them with sword wielding skeleton warriors.
 Third, since all the game levels were based directly on Montezuma's
 Revenge's levels I have also agreed to modify the levels and redesign
 the temple levels from scratch.
 Finally, because I am aware it could take a couple of months to redesign
 the game fully I will be releasing a patched version of Montezuma's
 Return Beta 9 to the web site under its new name.
 I also want everyone to know all of your product keys you have received
 for Montezuma's Return will still work with the new game. I am not
 planning on making changes to the product activation and licensing code
 other than to assign your product keys to the new product name and
 version. However, your keys should still work fine.
 Cheers.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 [EMAIL PROTECTED]
 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/[EMAIL PROTECTED]
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Charles Rivard
Maybe we have to battle the skeleton?  Find a sword and shield before we 
encounter a skeleton and use them?  Hmm.  A new item in the temple to look 
for?

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Richard sherman [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 4:32 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich
 - Original Message - 
 From: Thomas Ward
 Sent: Sunday, February 10, 2008 4:12 PM


 Hello everyone,
 I would like to announce that the Montezuma's Return copyright issues
 have been successfully resolved this afternoon. Here is what is
 happening so everyone is aware of what to expect over the next few days.
 First, I have agreed to change the title of Montezuma's Return to
 something else, and remove all references of Montezuma's Return from my
 web site. Tentatively I am thinking of republishing the game under the
 title Angela's Quest. Though, the name of the game is only one thing I
 have to think over the next few days.
 Second, since this game is not really going to be Montezuma's Revenge or
 Montezuma's Return any more I have decided to use my own creative
 license to make some changes in the game which I hope all of you like.
 For example, rather than bouncing and rolling skulls I am going to
 replace them with sword wielding skeleton warriors.
 Third, since all the game levels were based directly on Montezuma's
 Revenge's levels I have also agreed to modify the levels and redesign
 the temple levels from scratch.
 Finally, because I am aware it could take a couple of months to redesign
 the game fully I will be releasing a patched version of Montezuma's
 Return Beta 9 to the web site under its new name.
 I also want everyone to know all of your product keys you have received
 for Montezuma's Return will still work with the new game. I am not
 planning on making changes to the product activation and licensing code
 other than to assign your product keys to the new product name and
 version. However, your keys should still work fine.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED]
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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread shaun everiss
WELL ALL OUT NINJA WOULD ROCK.
aND DOES IT HAVE TO BE SIDE SCROLER?
At 02:04 p.m. 11/02/2008, you wrote:
Hi Tom,

If you have to change the game, instead of changing what comes at you, why not 
give the character some weapons, and just change the storyline all together? 
Ninja Turtles type of game would be awesome. I think it's what most of the BG 
community has been waiting for.
Ryan
_
Click for free info on online degrees and make up to $150K/ year.
http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
---
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread shaun everiss
WHY JUMP, BATTLE i WOULD THINK.
aLTHOUGH SINCE WE AR CHANGING THE GAME, WE CAN HAVE 1 SWORD THAT DOES NOT 
BREAK, WELL UNLESS YOU FIGHT SOMETHING WITH A THICK SKIN THEN YOU NEED ANOTHER.
wHAT ABOUT FISTS.
At 03:30 p.m. 11/02/2008, you wrote:
Hi bryan,

I do hear yours and Thomas's point on this. It was just a matter of physics 
and such. and yes I do understand this is a game. But snakes, large spiders, 
and rolling skulls are easily understood that they can be jumped over. A sword 
wielding skeleton would be too large to just jump over. Maybe a skeleton torso 
that crawls after you might work.

 That is my point. I hope I am making it clear. not trying to be argumentative.

Either way, I will be very happy with whatever modifications Thomas makes to 
this project.

Rich
- Original Message - 
From: Bryan 
Sent: Sunday, February 10, 2008 5:44 PM


Actually in an ancient temple like that it does fit. Why not have it guarded 
by the undead forms of those who protected it in life? Skeletons are, unless 
I'm muh mistaken, a form of undead.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to [EMAIL PROTECTED]
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Thomas Ward
Hi Richard and all,
Well, one of the cool things about replacing skulls with armed skeleton 
warriors could be the game could be mor combat oriented. Perhaps Angela 
would have to find bows and arrows, whips, swords, and other sorts of 
weapons around the temple to kill undead warriors with.
As it stands now you need to find a sword  for every monster. We all 
would agree that is pretty unrealistic. Perhaps one sword for the entire 
game, or a series of different types of swords.  A long sword would have 
greater range than a short sword, but a whip would have good range but 
do less damage. If you look at these sorts of elements maybe this is 
good that this has happened. You know?


Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump 
 over the rolling skulls. but it seems likely that we would be able to jump 
 over a sword wielding skeleton. I don't have a better replacement for the 
 skulls, but a skeleton just doesn't seem to fit also. That is my only 
 concern at this time.

 Rich
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Thomas Ward
Hi Ryan,
No I am not going to convert Montezuma's Return into a ninja fighting 
game or something like that. I still want to keep the game with a 
treasure hunting and exploration type theme. Though, I can certainly 
give Angela more weapons and treasure items to find.
Now, that I know it will not, and never will be, Montezuma's Revenge I 
am going to totally recreate the game with a new vision. I have a good 
background in Indiana Jones and Tomb Raider style games and movies so I 
should be able to come up with something pretty good.

Ryan Conroy wrote:
 Hi Tom,

 If you have to change the game, instead of changing what comes at you, why 
 not give the character some weapons, and just change the storyline all 
 together? Ninja Turtles type of game would be awesome. I think it's what most 
 of the BG community has been waiting for.
 Ryan
 _
 Click for free info on online degrees and make up to $150K/ year.
 http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iifnDVBrv2DWDBHNXGugIzEOyfwCHnIhRFUIefAUqdnFLvckU/
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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread shaun everiss
WHAT ABOUT THE ROPES AND BURNING ROPES?
wOULD TEMPLES REALISTICALLY HAVE ROPES OR WOULD THEY BE VINES.
ALSO WOULD THEY BE BURNING NECESSARILY.
At 05:45 p.m. 11/02/2008, you wrote:
Hi Josh,
Chill out, dude. I don't see this as a major crisis, and neither should 
you. They were in there legal rights to ask me to change the name of my 
game. I decided on my own if I have to drop the name I might as well 
pull the levels too, and rework the game with a new theme and back story.
When it is done you should still be able to gather gems, gold coins, 
fight big ugly spiders, slithery snakes, and some kind of undead 
creature or creatures. As I see it changing it to be a little more 
modern is not a bad thing.
For example, while the vanishing platforms were in the original game 
that is kind of weird to find in an ancient temple. I might be able to 
rework the game to have more realistic traps and pitfalls. Another thing 
is the warp platforms are sort of weird to. I'd rather just have doors, 
secret passages, and maybe trap doors to take you where you want to go. 
Are you seeing it my way?

josh wrote:
 this country is communist if they think they can force a developer to change 
 his or her ideas and games like that! this really makes me mad! spending 
 months to redesign your game due to a stupid copyright? I would have blocked 
 the bastard's email address and then I would have put a link on my website 
 stating something like...
 if you are blind, which means your eyes do not work at all, you have had 
 your eyes surgically removed, or you vision is that bad you have to read 
 large print then enter my site. sounds crazy but maybe that's what it takes 
 to get through to greedy money hungry sighted people? stupid idiots! that's 
 my opinion of'em! if I were a dev I would have said I'll change my game when 
 mainstream developers realise that us blind people want and demand equal 
 accessibility to your playstations and x-boxes!
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread shaun everiss
WELL TOM, i MAY BE ABLE TO HELP WITH SFX AGAIN.
i HAVE LOADS OF MONSTERS, TELL ME WHAT YOU WANT.
aND WHERE TO UPLOAD IT ALL TO.
At 06:05 p.m. 11/02/2008, you wrote:
Hi Bryan,
I really like this idea of undead warriors such as zombies and skeletons 
in Angela's Quest. I'm not sure of the exact specifics how they exist, 
but I suppose it could be explained by some ancient native American 
magic, potions, or an evil god or guardian that keeps them alive.

Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it guarded 
 by the undead forms of those who protected it in life? Skeletons are, unless 
 I'm muh mistaken, a form of undead.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread shaun everiss
iN A WAY ITS TURNING OUT BETTER.
i DIDN'T LIKE THE FACT THAT YOU GOT NO SWORDS IN THE FINAL LEVELS AFTER 6, AND 
THAT YOU COULD ONLY USE SWORDS ONCE.
i KNOW THATS NOT THE ARCADE SPIRIT, HOWEVER.
yEAH DIFFERENT WEAPONS, ETC.
aND YOU COULD START WITH SOMETHING LIKE A DAGGER, NOT REALLY POWERFULL BUT YEAH 
YOU SELECT WHAT YOU WANT, AND GET THINGS.
AND THEN YOU BATTLE WITH EVERYTHING.
hMM SOMETHING LIKE DND COMES TO MIND AND IT WOULD STILL BE LIKE A TEMPLE THEME, 
JUST DND STYLES.
At 05:21 p.m. 11/02/2008, you wrote:
Hi Richard and all,
Well, one of the cool things about replacing skulls with armed skeleton 
warriors could be the game could be mor combat oriented. Perhaps Angela 
would have to find bows and arrows, whips, swords, and other sorts of 
weapons around the temple to kill undead warriors with.
As it stands now you need to find a sword  for every monster. We all 
would agree that is pretty unrealistic. Perhaps one sword for the entire 
game, or a series of different types of swords.  A long sword would have 
greater range than a short sword, but a whip would have good range but 
do less damage. If you look at these sorts of elements maybe this is 
good that this has happened. You know?


Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump 
 over the rolling skulls. but it seems likely that we would be able to jump 
 over a sword wielding skeleton. I don't have a better replacement for the 
 skulls, but a skeleton just doesn't seem to fit also. That is my only 
 concern at this time.

 Rich
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Thomas Ward
Hi Richard,
Good point, and I have been thinking over that very issue. Yes, you 
can't jump over a skeleton, but that might have to be a creature you 
need to fight. In fact I am pretty certain it will be.


Richard sherman wrote:
 Hi bryan,

 I do hear yours and Thomas's point on this. It was just a matter of physics 
 and such. and yes I do understand this is a game. But snakes, large spiders, 
 and rolling skulls are easily understood that they can be jumped over. A 
 sword wielding skeleton would be too large to just jump over. Maybe a 
 skeleton torso that crawls after you might work.

  That is my point. I hope I am making it clear. not trying to be 
 argumentative.

 Either way, I will be very happy with whatever modifications Thomas makes to 
 this project.

 Rich
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Thomas Ward
Hi Bryan,
I really like this idea of undead warriors such as zombies and skeletons 
in Angela's Quest. I'm not sure of the exact specifics how they exist, 
but I suppose it could be explained by some ancient native American 
magic, potions, or an evil god or guardian that keeps them alive.

Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it guarded 
 by the undead forms of those who protected it in life? Skeletons are, unless 
 I'm muh mistaken, a form of undead.
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Charles Rivard
Could this mean more keystrokes in a learning curve?  I like the fact that 
there aren't currently a whole flock of them.  I do like the strategic 
possibilities, though.  It could be sort of a trade off.

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 8:21 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Richard and all,
 Well, one of the cool things about replacing skulls with armed skeleton
 warriors could be the game could be mor combat oriented. Perhaps Angela
 would have to find bows and arrows, whips, swords, and other sorts of
 weapons around the temple to kill undead warriors with.
 As it stands now you need to find a sword  for every monster. We all
 would agree that is pretty unrealistic. Perhaps one sword for the entire
 game, or a series of different types of swords.  A long sword would have
 greater range than a short sword, but a whip would have good range but
 do less damage. If you look at these sorts of elements maybe this is
 good that this has happened. You know?


 Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to 
 jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Thomas Ward
Hi Josh,
Chill out, dude. I don't see this as a major crisis, and neither should 
you. They were in there legal rights to ask me to change the name of my 
game. I decided on my own if I have to drop the name I might as well 
pull the levels too, and rework the game with a new theme and back story.
When it is done you should still be able to gather gems, gold coins, 
fight big ugly spiders, slithery snakes, and some kind of undead 
creature or creatures. As I see it changing it to be a little more 
modern is not a bad thing.
For example, while the vanishing platforms were in the original game 
that is kind of weird to find in an ancient temple. I might be able to 
rework the game to have more realistic traps and pitfalls. Another thing 
is the warp platforms are sort of weird to. I'd rather just have doors, 
secret passages, and maybe trap doors to take you where you want to go. 
Are you seeing it my way?

josh wrote:
 this country is communist if they think they can force a developer to change 
 his or her ideas and games like that! this really makes me mad! spending 
 months to redesign your game due to a stupid copyright? I would have blocked 
 the bastard's email address and then I would have put a link on my website 
 stating something like...
 if you are blind, which means your eyes do not work at all, you have had 
 your eyes surgically removed, or you vision is that bad you have to read 
 large print then enter my site. sounds crazy but maybe that's what it takes 
 to get through to greedy money hungry sighted people? stupid idiots! that's 
 my opinion of'em! if I were a dev I would have said I'll change my game when 
 mainstream developers realise that us blind people want and demand equal 
 accessibility to your playstations and x-boxes!
   


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Stefen Hudson
Yeah, duel with the skeletons. That'd be super cool. Swish, clang, swish, 
crack, swish, crunch. Hahaha.

--
From: Charles Rivard [EMAIL PROTECTED]
Sent: Sunday, February 10, 2008 9:31 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Montezuma's Return Progress Report.

 Maybe we have to battle the skeleton?  Find a sword and shield before we
 encounter a skeleton and use them?  Hmm.  A new item in the temple to look
 for?

 ---
 If you don't stand behind our troops,
 please, feel free ... to stand in front of them!

 - Original Message - 
 From: Richard sherman [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, February 10, 2008 4:32 PM
 Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump
 over the rolling skulls. but it seems likely that we would be able to 
 jump
 over a sword wielding skeleton. I don't have a better replacement for the
 skulls, but a skeleton just doesn't seem to fit also. That is my only
 concern at this time.

 Rich
 - Original Message - 
 From: Thomas Ward
 Sent: Sunday, February 10, 2008 4:12 PM


 Hello everyone,
 I would like to announce that the Montezuma's Return copyright issues
 have been successfully resolved this afternoon. Here is what is
 happening so everyone is aware of what to expect over the next few days.
 First, I have agreed to change the title of Montezuma's Return to
 something else, and remove all references of Montezuma's Return from my
 web site. Tentatively I am thinking of republishing the game under the
 title Angela's Quest. Though, the name of the game is only one thing I
 have to think over the next few days.
 Second, since this game is not really going to be Montezuma's Revenge or
 Montezuma's Return any more I have decided to use my own creative
 license to make some changes in the game which I hope all of you like.
 For example, rather than bouncing and rolling skulls I am going to
 replace them with sword wielding skeleton warriors.
 Third, since all the game levels were based directly on Montezuma's
 Revenge's levels I have also agreed to modify the levels and redesign
 the temple levels from scratch.
 Finally, because I am aware it could take a couple of months to redesign
 the game fully I will be releasing a patched version of Montezuma's
 Return Beta 9 to the web site under its new name.
 I also want everyone to know all of your product keys you have received
 for Montezuma's Return will still work with the new game. I am not
 planning on making changes to the product activation and licensing code
 other than to assign your product keys to the new product name and
 version. However, your keys should still work fine.


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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread Charles Rivard
The evil guardian could be the boss, battled in the last room of the game?

---
If you don't stand behind our troops,
please, feel free ... to stand in front of them!

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 10, 2008 9:05 PM
Subject: Re: [Audyssey] Montezuma's Return Progress Report.


 Hi Bryan,
 I really like this idea of undead warriors such as zombies and skeletons
 in Angela's Quest. I'm not sure of the exact specifics how they exist,
 but I suppose it could be explained by some ancient native American
 magic, potions, or an evil god or guardian that keeps them alive.

 Bryan wrote:
 Actually in an ancient temple like that it does fit. Why not have it 
 guarded
 by the undead forms of those who protected it in life? Skeletons are, 
 unless
 I'm muh mistaken, a form of undead.



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Re: [Audyssey] Montezuma's Return Progress Report.

2008-02-10 Thread shaun everiss
A SWORD FOR THE ENTIRE GAME WOULD BE GOOD, AND YOU COULD FIND OTHER WEAPONS TO 
AND CHOOSE WHAT YOU WANT TO USE.
At 05:21 p.m. 11/02/2008, you wrote:
Hi Richard and all,
Well, one of the cool things about replacing skulls with armed skeleton 
warriors could be the game could be mor combat oriented. Perhaps Angela 
would have to find bows and arrows, whips, swords, and other sorts of 
weapons around the temple to kill undead warriors with.
As it stands now you need to find a sword  for every monster. We all 
would agree that is pretty unrealistic. Perhaps one sword for the entire 
game, or a series of different types of swords.  A long sword would have 
greater range than a short sword, but a whip would have good range but 
do less damage. If you look at these sorts of elements maybe this is 
good that this has happened. You know?


Richard sherman wrote:
 Hi Thom,

 I am glad that this situation has been resolved.

 I like the title of Angela's Quest.

 I do have one thing that is puzzling myself.  In the game, we would jump 
 over the rolling skulls. but it seems likely that we would be able to jump 
 over a sword wielding skeleton. I don't have a better replacement for the 
 skulls, but a skeleton just doesn't seem to fit also. That is my only 
 concern at this time.

 Rich
   


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