Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Cara Quinn
Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
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On May 4, 2013, at 9:48 AM, Clement Chou  wrote:

The trouble with translating 3d fps games into pure audio is that you are going 
to miss a lot of the precision that you can get by visual observation. I'm not 
saying audio quake was bad, just not as precise as I would like it to be. It 
was a lot of fun, but too often I found myself and saw other people just 
holding down the control key while trying to aim with the arrow keys. It isn't 
really a design thing, and I think Audio Quake and road to Rage have tapped 
into something good. And sniping doesn't work as complexly in audio shooters as 
in sighted ones. Sure you have long range rifles, but I've never been able to 
snipe from somewhere far and above my opponent. And I think that aiming could 
be refined a bit more as well, so that it isn't just centre your opponent by 
turning and then just mashing the fire button. If you watch videos or watch 
sighted people playing games like Call of Duty or Counterstrike, the shots 
don't come nearly as often... because for one, ammo is scarce... and for 
another, there are more precise aiming and or lock on features. Just some 
thoughts. Having said that though, I love Audio Quake and Road to Rage... 
because they're the closest we've gotten to those types of games. There are 
just things that could be taken further is all. We could always discuss this 
offlist as well since this is somewhat of a pet interest of mine too, I'm just 
not a programmer. lol
- Original Message - From: "Cara Quinn" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


> HI Clement,
> 
> I'm curious why you're saying that Audio Quake was 'too lucky?"
> 
> The original (pre-Jedi Quake) version is Quake itself with only the adaptive 
> features in place to allow VI players to play the game.
> 
> Can you clarify your comments a bit for me? I ask as the first-person 3D 
> genre is obviously a pet interest of mine. ;)
> 
> So I'm curious to hear more feedback on how this has worked for other VI 
> players.
> 
> thanks so much!
> 
> Smiles,
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Draconis
Hi Charles,

Yes. I developed the other 9 tables, and the bulk of the work involved in the 
PBX engine.

On May 4, 2013, at 1:17 PM, Charles Rivard  wrote:

> If memory serves me correctly, James North came up with ESP Pinball Classic. 
> Adora Entertainment, Josh who I can't remember the last name of at the 
> moment, created the other 9 tables.
> 
> ---
> Shepherds are the best beasts, but Labs are a close second.
> - Original Message - From: "hayden presley" 
> To: "'Gamers Discussion list'" 
> Sent: Saturday, May 04, 2013 10:19 AM
> Subject: Re: [Audyssey] Mysteries of the Ancients Considerations
> 
> 
>> You know, I do find it interesting that his two pinball games remain to this
>> day the only two we have. I am a little surprised that nobody has ever
>> attempted to create one since.
>> 
>> Best Regards,
>> Hayden
>> 
>> 
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
>> Sent: Saturday, May 04, 2013 3:42 AM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Mysteries of the Ancients Considerations
>> 
>> Hi Clement,
>> 
>> Exactly. The mouse demo was suppose to give gamers an idea of how Max
>> Shrapnel was to be controlled, and to give them a little practice using the
>> mouse as Max Shrapnel was to be largely played using the mouse much like
>> Swamp is today.  Of course, I remember people wined and complained about
>> lack of keyboard support back then as they did with Che over Rail Racer and
>> Jeremy over Swamp until a majority found out they actually  liked it. Lol.
>> 
>> Anyway, I think a lot of people forget what a great innovator James North
>> really was. He created Alien Outback before Justin and Dan came out with
>> Troopanum. He came out with Dynaman before Phil came out with Pac-Man Talks
>> for Windows. He created Monkey Business and I think it was the very first
>> attempt at an audio FPS game. He wrote Pinball Classic and it still remains
>> only one of two pinball games for the blind. He came out with his rendition
>> of Montezuma's Revenge in 2004 which is the very first audio 2d
>> side-scroller with a vertical and horizontal axis of movement. Shall I
>> continue?
>> 
>> The point is James North created a lot of firsts, and this community would
>> be a lot worse off without his contributions. Oh, sure Troopanum would have
>> come along, and I'm sure Phil would have released Pac-Man Talks for Windows
>> as he did. Someone would have come up with a 2d side-scroller eventually,
>> but all of these things were done in the first few years of the audio game
>> industry and James North was the one cranking out new games and new ideas
>> that other devs hadn't thought about yet.
>> 
>> Cheers!
>> 
>> 
>> On 5/4/13, Clement Chou  wrote:
>>> Hi Tom.
>>> The way I understood it.. that mouse demo was going to be one of the
>>> features of Max Shrapnel in terms of how it was controlled. I'm not
>>> sure how
>>> 
>>> into that style of multiplayer pvp shooter you are similar to things
>>> like Counterstrike or Unreal Tournament, but it would be great to see
>>> something like that some time down the road. Not saying right now, of
>>> course, just a suggestion for a possible project. Max Shrapnel, when I
>>> read the features list James put up on Alchemy, was my dream game...
>>> because that was at the peak of the hype at the time which was
>>> Counterstrike 1.6, probably one of the most popular multiplayer shooters
>> out there.
>> 
>> ---
>> Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
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>> 
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>> If you have 

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Charles Rivard
If memory serves me correctly, James North came up with ESP Pinball Classic. 
Adora Entertainment, Josh who I can't remember the last name of at the 
moment, created the other 9 tables.


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

To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 10:19 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


You know, I do find it interesting that his two pinball games remain to 
this

day the only two we have. I am a little surprised that nobody has ever
attempted to create one since.

Best Regards,
Hayden


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, May 04, 2013 3:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations

Hi Clement,

Exactly. The mouse demo was suppose to give gamers an idea of how Max
Shrapnel was to be controlled, and to give them a little practice using 
the

mouse as Max Shrapnel was to be largely played using the mouse much like
Swamp is today.  Of course, I remember people wined and complained about
lack of keyboard support back then as they did with Che over Rail Racer 
and

Jeremy over Swamp until a majority found out they actually  liked it. Lol.

Anyway, I think a lot of people forget what a great innovator James North
really was. He created Alien Outback before Justin and Dan came out with
Troopanum. He came out with Dynaman before Phil came out with Pac-Man 
Talks

for Windows. He created Monkey Business and I think it was the very first
attempt at an audio FPS game. He wrote Pinball Classic and it still 
remains
only one of two pinball games for the blind. He came out with his 
rendition

of Montezuma's Revenge in 2004 which is the very first audio 2d
side-scroller with a vertical and horizontal axis of movement. Shall I
continue?

The point is James North created a lot of firsts, and this community would
be a lot worse off without his contributions. Oh, sure Troopanum would 
have
come along, and I'm sure Phil would have released Pac-Man Talks for 
Windows

as he did. Someone would have come up with a 2d side-scroller eventually,
but all of these things were done in the first few years of the audio game
industry and James North was the one cranking out new games and new ideas
that other devs hadn't thought about yet.

Cheers!


On 5/4/13, Clement Chou  wrote:

Hi Tom.
The way I understood it.. that mouse demo was going to be one of the
features of Max Shrapnel in terms of how it was controlled. I'm not
sure how

into that style of multiplayer pvp shooter you are similar to things
like Counterstrike or Unreal Tournament, but it would be great to see
something like that some time down the road. Not saying right now, of
course, just a suggestion for a possible project. Max Shrapnel, when I
read the features list James put up on Alchemy, was my dream game...
because that was at the peak of the hype at the time which was
Counterstrike 1.6, probably one of the most popular multiplayer shooters

out there.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Clement Chou
The trouble with translating 3d fps games into pure audio is that you are 
going to miss a lot of the precision that you can get by visual observation. 
I'm not saying audio quake was bad, just not as precise as I would like it 
to be. It was a lot of fun, but too often I found myself and saw other 
people just holding down the control key while trying to aim with the arrow 
keys. It isn't really a design thing, and I think Audio Quake and road to 
Rage have tapped into something good. And sniping doesn't work as complexly 
in audio shooters as in sighted ones. Sure you have long range rifles, but 
I've never been able to snipe from somewhere far and above my opponent. And 
I think that aiming could be refined a bit more as well, so that it isn't 
just centre your opponent by turning and then just mashing the fire button. 
If you watch videos or watch sighted people playing games like Call of Duty 
or Counterstrike, the shots don't come nearly as often... because for one, 
ammo is scarce... and for another, there are more precise aiming and or lock 
on features. Just some thoughts. Having said that though, I love Audio Quake 
and Road to Rage... because they're the closest we've gotten to those types 
of games. There are just things that could be taken further is all. We could 
always discuss this offlist as well since this is somewhat of a pet interest 
of mine too, I'm just not a programmer. lol
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



HI Clement,

I'm curious why you're saying that Audio Quake was 'too lucky?"

The original (pre-Jedi Quake) version is Quake itself with only the 
adaptive features in place to allow VI players to play the game.


Can you clarify your comments a bit for me? I ask as the first-person 3D 
genre is obviously a pet interest of mine. ;)


So I'm curious to hear more feedback on how this has worked for other VI 
players.


thanks so much!

Smiles,

Cara :)
---
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http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Draconis
Hi Shaun,

You are incorrect on a couple points.

First, James sold ESP Softworks to Adora because of the treatment he was 
getting from the community. He decided he wanted out, because it had escalated 
to such a degree. So your assertion that the trouble started with Alchemy is 
incorrect.

He started Alchemy, thinking that perhaps he would give the community a second 
chance, and try to cope better with them. This did not happen, obviously.

James was relatively open about the development of PB2, and the delays it was 
experiencing as I recall. So, whether he was communicative or not, it didn't 
make any difference in terms of the treatment he received.

As I said previously, I don't agree with everything James did, but I do think 
the community has not taken responsibility for driving out one of its best 
founding developers.

On May 4, 2013, at 5:35 AM, shaun everiss  wrote:

> there is no disputing that tom.
> The espsoftworks era was good.
> he cranked everything out.
> when he went to alchemy was the time things went south.
> I am sure if he stayed with esp he would continue as is but maybe he was 
> bored with that.
> 
> At 08:41 PM 5/4/2013, you wrote:
>> Hi Clement,
>> 
>> Exactly. The mouse demo was suppose to give gamers an idea of how Max
>> Shrapnel was to be controlled, and to give them a little practice
>> using the mouse as Max Shrapnel was to be largely played using the
>> mouse much like Swamp is today.  Of course, I remember people wined
>> and complained about lack of keyboard support back then as they did
>> with Che over Rail Racer and Jeremy over Swamp until a majority found
>> out they actually  liked it. Lol.
>> 
>> Anyway, I think a lot of people forget what a great innovator James
>> North really was. He created Alien Outback before Justin and Dan came
>> out with Troopanum. He came out with Dynaman before Phil came out with
>> Pac-Man Talks for Windows. He created Monkey Business and I think it
>> was the very first attempt at an audio FPS game. He wrote Pinball
>> Classic and it still remains only one of two pinball games for the
>> blind. He came out with his rendition of Montezuma's Revenge in 2004
>> which is the very first audio 2d side-scroller with a vertical and
>> horizontal axis of movement. Shall I continue?
>> 
>> The point is James North created a lot of firsts, and this community
>> would be a lot worse off without his contributions. Oh, sure Troopanum
>> would have come along, and I'm sure Phil would have released Pac-Man
>> Talks for Windows as he did. Someone would have come up with a 2d
>> side-scroller eventually, but all of these things were done in the
>> first few years of the audio game industry and James North was the one
>> cranking out new games and new ideas that other devs hadn't thought
>> about yet.
>> 
>> Cheers!
>> 
>> 
>> On 5/4/13, Clement Chou  wrote:
>> > Hi Tom.
>> > The way I understood it.. that mouse demo was going to be one of the
>> > features of Max Shrapnel in terms of how it was controlled. I'm not sure 
>> > how
>> >
>> > into that style of multiplayer pvp shooter you are similar to things like
>> > Counterstrike or Unreal Tournament, but it would be great to see something
>> > like that some time down the road. Not saying right now, of course, just a
>> > suggestion for a possible project. Max Shrapnel, when I read the features
>> > list James put up on Alchemy, was my dream game... because that was at the
>> > peak of the hype at the time which was Counterstrike 1.6, probably one of
>> > the most popular multiplayer shooters out there.
>> 
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
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>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the list,
>> please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> 
> ---
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread hayden presley
You know, I do find it interesting that his two pinball games remain to this
day the only two we have. I am a little surprised that nobody has ever
attempted to create one since.

Best Regards,
Hayden


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, May 04, 2013 3:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations

Hi Clement,

Exactly. The mouse demo was suppose to give gamers an idea of how Max
Shrapnel was to be controlled, and to give them a little practice using the
mouse as Max Shrapnel was to be largely played using the mouse much like
Swamp is today.  Of course, I remember people wined and complained about
lack of keyboard support back then as they did with Che over Rail Racer and
Jeremy over Swamp until a majority found out they actually  liked it. Lol.

Anyway, I think a lot of people forget what a great innovator James North
really was. He created Alien Outback before Justin and Dan came out with
Troopanum. He came out with Dynaman before Phil came out with Pac-Man Talks
for Windows. He created Monkey Business and I think it was the very first
attempt at an audio FPS game. He wrote Pinball Classic and it still remains
only one of two pinball games for the blind. He came out with his rendition
of Montezuma's Revenge in 2004 which is the very first audio 2d
side-scroller with a vertical and horizontal axis of movement. Shall I
continue?

The point is James North created a lot of firsts, and this community would
be a lot worse off without his contributions. Oh, sure Troopanum would have
come along, and I'm sure Phil would have released Pac-Man Talks for Windows
as he did. Someone would have come up with a 2d side-scroller eventually,
but all of these things were done in the first few years of the audio game
industry and James North was the one cranking out new games and new ideas
that other devs hadn't thought about yet.

Cheers!


On 5/4/13, Clement Chou  wrote:
> Hi Tom.
> The way I understood it.. that mouse demo was going to be one of the 
> features of Max Shrapnel in terms of how it was controlled. I'm not 
> sure how
>
> into that style of multiplayer pvp shooter you are similar to things 
> like Counterstrike or Unreal Tournament, but it would be great to see 
> something like that some time down the road. Not saying right now, of 
> course, just a suggestion for a possible project. Max Shrapnel, when I 
> read the features list James put up on Alchemy, was my dream game... 
> because that was at the peak of the hype at the time which was 
> Counterstrike 1.6, probably one of the most popular multiplayer shooters
out there.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Cara Quinn
HI Clement,

I'm curious why you're saying that Audio Quake was 'too lucky?"

The original (pre-Jedi Quake) version is Quake itself with only the adaptive 
features in place to allow VI players to play the game.

Can you clarify your comments a bit for me? I ask as the first-person 3D genre 
is obviously a pet interest of mine. ;)

So I'm curious to hear more feedback on how this has worked for other VI 
players.

thanks so much!

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 4, 2013, at 1:48 AM, Clement Chou  wrote:

I definitely agree. As fun as Troopanum and Pacman talks are, the inovations 
that James came up with and the way he executed them are unique and shouldn't 
be underestimated. As I already said, his blueprint for Max Shrapnel and 
Montazuma's Revenge were two of my dream games and Max still is. I'm still 
hoping it will be  fashioned in one form or another, maybe not as max shrapnel, 
but as a multiplayer shooter that is more complicated than simply point and 
shoot. Of all the games I've played and seen played, the ones I've always 
wanted in on were multiplayer first-person shooters. Sadly, that's never come 
to fruition in anything even close to resembling how complicated a shooter culd 
be. Audio Quake and Road to Rage are good foundation points... but both those 
games are far too simple to play and far too lucky. Road to Rage, made by 
Ghorthalon on the audiogames forum, for all its amazing sounds and high action, 
is not complex nearly to the degree that Max Shrapnel probably would've been 
let alone something like Unreal tournament. It's far too easy to just stand 
there and shoot and eventually hit something. But I digress. James North's 
contributions are definitely still missed by me.. especially as I got to know 
him a little more personally in the last year or so when he was around. His 
games are still some of my favorite ones to play.
- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 1:41 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


> Hi Clement,
> 
> Exactly. The mouse demo was suppose to give gamers an idea of how Max
> Shrapnel was to be controlled, and to give them a little practice
> using the mouse as Max Shrapnel was to be largely played using the
> mouse much like Swamp is today.  Of course, I remember people wined
> and complained about lack of keyboard support back then as they did
> with Che over Rail Racer and Jeremy over Swamp until a majority found
> out they actually  liked it. Lol.
> 
> Anyway, I think a lot of people forget what a great innovator James
> North really was. He created Alien Outback before Justin and Dan came
> out with Troopanum. He came out with Dynaman before Phil came out with
> Pac-Man Talks for Windows. He created Monkey Business and I think it
> was the very first attempt at an audio FPS game. He wrote Pinball
> Classic and it still remains only one of two pinball games for the
> blind. He came out with his rendition of Montezuma's Revenge in 2004
> which is the very first audio 2d side-scroller with a vertical and
> horizontal axis of movement. Shall I continue?
> 
> The point is James North created a lot of firsts, and this community
> would be a lot worse off without his contributions. Oh, sure Troopanum
> would have come along, and I'm sure Phil would have released Pac-Man
> Talks for Windows as he did. Someone would have come up with a 2d
> side-scroller eventually, but all of these things were done in the
> first few years of the audio game industry and James North was the one
> cranking out new games and new ideas that other devs hadn't thought
> about yet.
> 
> Cheers!
> 
> 


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Cara Quinn
Hi Thomas, this is really interesting. To be fair though, before Swamp, we did 
have mouse support in Audio Quake, more specifically, Jedi Quake. :)

So while these weren't the only FPS titles with mouse support, they sure sound 
cool and I wish they were on Mac!

Thanks so much for the info!…

Smiles,

Cara :)
---
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http://www.onemodelplace.com/CaraQuinn

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On May 3, 2013, at 9:56 PM, Thomas Ward  wrote:

Hi Charles,

You and many people probably forgot but while all the list was focused
on Montezuma's Revenge James North wrote a simple game in the inter
rum that was a prototype of a game he was working on simply called the
Mouse Demo. You might say this Mouse Demo was the forerunner of Swamp
because you would walk around a graveyard with a shotgun killing
zombies. You would walk forward/back using the w and s keys and the
mouse would turn you left/right and would fire your shotgun. It was a
cool game and ahead of its time by at least 8 years. We wouldn't see
anything like that again until Jeremy Kaldobsky came up with Swamp.

Now, I've thought many times of recreating that game, expanding it,
and continuing the work James North had planned, but got bogged down
with MOTA, Raceway, etc. Now, I'm not sure  if I should finish that
zombie demo game, because Swamp is already the same basic concept only
better. Lol.

Cheers!


On 5/3/13, Charles Rivard  wrote:
> The mouse demo??
> 
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread shaun everiss

there is no disputing that tom.
The espsoftworks era was good.
he cranked everything out.
when he went to alchemy was the time things went south.
I am sure if he stayed with esp he would continue as is but maybe he 
was bored with that.


At 08:41 PM 5/4/2013, you wrote:

Hi Clement,

Exactly. The mouse demo was suppose to give gamers an idea of how Max
Shrapnel was to be controlled, and to give them a little practice
using the mouse as Max Shrapnel was to be largely played using the
mouse much like Swamp is today.  Of course, I remember people wined
and complained about lack of keyboard support back then as they did
with Che over Rail Racer and Jeremy over Swamp until a majority found
out they actually  liked it. Lol.

Anyway, I think a lot of people forget what a great innovator James
North really was. He created Alien Outback before Justin and Dan came
out with Troopanum. He came out with Dynaman before Phil came out with
Pac-Man Talks for Windows. He created Monkey Business and I think it
was the very first attempt at an audio FPS game. He wrote Pinball
Classic and it still remains only one of two pinball games for the
blind. He came out with his rendition of Montezuma's Revenge in 2004
which is the very first audio 2d side-scroller with a vertical and
horizontal axis of movement. Shall I continue?

The point is James North created a lot of firsts, and this community
would be a lot worse off without his contributions. Oh, sure Troopanum
would have come along, and I'm sure Phil would have released Pac-Man
Talks for Windows as he did. Someone would have come up with a 2d
side-scroller eventually, but all of these things were done in the
first few years of the audio game industry and James North was the one
cranking out new games and new ideas that other devs hadn't thought
about yet.

Cheers!


On 5/4/13, Clement Chou  wrote:
> Hi Tom.
> The way I understood it.. that mouse demo was going to be one of the
> features of Max Shrapnel in terms of how it was controlled. I'm 
not sure how

>
> into that style of multiplayer pvp shooter you are similar to things like
> Counterstrike or Unreal Tournament, but it would be great to see something
> like that some time down the road. Not saying right now, of course, just a
> suggestion for a possible project. Max Shrapnel, when I read the features
> list James put up on Alchemy, was my dream game... because that was at the
> peak of the hype at the time which was Counterstrike 1.6, probably one of
> the most popular multiplayer shooters out there.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Clement Chou
I definitely agree. As fun as Troopanum and Pacman talks are, the inovations 
that James came up with and the way he executed them are unique and 
shouldn't be underestimated. As I already said, his blueprint for Max 
Shrapnel and Montazuma's Revenge were two of my dream games and Max still 
is. I'm still hoping it will be  fashioned in one form or another, maybe not 
as max shrapnel, but as a multiplayer shooter that is more complicated than 
simply point and shoot. Of all the games I've played and seen played, the 
ones I've always wanted in on were multiplayer first-person shooters. Sadly, 
that's never come to fruition in anything even close to resembling how 
complicated a shooter culd be. Audio Quake and Road to Rage are good 
foundation points... but both those games are far too simple to play and far 
too lucky. Road to Rage, made by Ghorthalon on the audiogames forum, for all 
its amazing sounds and high action, is not complex nearly to the degree that 
Max Shrapnel probably would've been let alone something like Unreal 
tournament. It's far too easy to just stand there and shoot and eventually 
hit something. But I digress. James North's contributions are definitely 
still missed by me.. especially as I got to know him a little more 
personally in the last year or so when he was around. His games are still 
some of my favorite ones to play.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 1:41 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Clement,

Exactly. The mouse demo was suppose to give gamers an idea of how Max
Shrapnel was to be controlled, and to give them a little practice
using the mouse as Max Shrapnel was to be largely played using the
mouse much like Swamp is today.  Of course, I remember people wined
and complained about lack of keyboard support back then as they did
with Che over Rail Racer and Jeremy over Swamp until a majority found
out they actually  liked it. Lol.

Anyway, I think a lot of people forget what a great innovator James
North really was. He created Alien Outback before Justin and Dan came
out with Troopanum. He came out with Dynaman before Phil came out with
Pac-Man Talks for Windows. He created Monkey Business and I think it
was the very first attempt at an audio FPS game. He wrote Pinball
Classic and it still remains only one of two pinball games for the
blind. He came out with his rendition of Montezuma's Revenge in 2004
which is the very first audio 2d side-scroller with a vertical and
horizontal axis of movement. Shall I continue?

The point is James North created a lot of firsts, and this community
would be a lot worse off without his contributions. Oh, sure Troopanum
would have come along, and I'm sure Phil would have released Pac-Man
Talks for Windows as he did. Someone would have come up with a 2d
side-scroller eventually, but all of these things were done in the
first few years of the audio game industry and James North was the one
cranking out new games and new ideas that other devs hadn't thought
about yet.

Cheers!





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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread shaun everiss

Hay I never meant anything by the messages I sent yesterday.
I was never involved in the james north 
crazyness, sertainly I never sent a bad mail to my knowledge to him personally.
I never meant to annoy him i or any other dev I 
was just musing on events thats all.
I didn't mean to bitch really all devs are doing 
a good job and yeah releasing stuff in advance 
before you are ready could be a bad thing its your choice really.


At 01:36 AM 5/4/2013, you wrote:

Hi Tom, Shaun, and all,

Once again, after telling myself I should quit 
dealing with this list day-to-day, I find myself 
responding to a message. I will never learn, apparently. LOL


Shaun: It is messages like yours that makes devs 
like myself not want to support the blind gaming 
community…at least not this segment of it.


Adding to what Tom has said…

I know only a little more of the story with 
James than does Tom, and I don't really feel 
comfortable airing it out here. I didn't agree 
with how James handled some things, but in the 
end, it is the community, more than anything 
else, that is at fault for his exit from the space.


It was the situation with James, in fact, that 
led Draconis to adopt the policy that we do not 
announce products in advance, do not take 
preorders, that we do not share publicly what 
we're working on, and that, except for times of 
releases, we pretty much withdraw from the 
community entirely. If we didn't, it would be 
tough to have any desire to keep going. I 
honestly don't know how Tom does it, and you 
should all be incredibly appreciative that he is 
as open as he is. Frankly, I think he'd be 
better off not doing it, but it is his hair to lose. *grin*


A lot of devs from the early days have 
withdrawn. How long has it been since BSC was on 
this list? GMA? I don't post except when we have a release.


You would think this community would have learnt 
from the mistakes of the past. It never does.


We got a lot of angry messages when we released 
ChangeReaction and SilverDollar for Mac before 
Windows. Where are all those folks now? I don't 
see many of them supporting this Windows 
release. I think people like to have something 
to get riled up over. They like drama. There's 
been far too much drama in this community.


The next time you want to send a nasty post 
about James North's history, or Tom's seemingly 
changing his mind, or how Draconis doesn't post 
updates as often s you want…think twice before 
hitting send. Ask yourself if that message is 
going to help move the industry and the 
community forward, or do anything positive at 
all. If not, please close the window and pour 
yourself a drink…assuming you're over the legal 
age to partake in your jurisdiction.


Lord knows, some of you have driven me to it, from time to time.

On May 3, 2013, at 12:47 AM, Thomas Ward  wrote:

> Hi Shaun and all,
>
> I'd prefer not to rehash all this crap again, but since the topic came
> up here is what happened as far as I know.
>
> 1. James North had started up Alchemy Game Studios and got Raceway
> back from Josh intending to complete that game.He also started two
> other projects, Montezuma's Revenge and Max Shrapnel, and took
> preorders for all of them.
>
> 2. He developed a very early beta of Raceway, but for some reason
> decided after developing the beta to start over from scratch in VB
> .NET. He also wrote the demo of Montezuma's Revenge that was released
> to the list, but it was buggy and only four levels was ever completed.
> So regardless of what people think James North was getting something
> done.
>
> 3. Sometime after he began all these projects he became sick, I don't
> know from what, and he stopped developing for a couple of months. He
> also had a death in the family and was rightfully upset and needed
> time to grieve.
>
> 4. Not surprisingly while all this was going on being sick, dealing
> with a death in the family, this community hounded him, flamed him,
> and it upset him. Since James didn't make it known the reasons why he
> had slowed on production, why release dates were not met, I think most
> people assumed he was just screwing them which he wasn't, but short of
> a full confession of his personal life I don't think it would have
> phased them one bit.
>
> 5. Finally, he had enough of it all. He turned Montezuma's Revenge,
> Raceway, and the mouse demo over to me, and quit. He rightfully had
> enough of this communities bitching, moaning, and groaning when he was
> having personal problems which this community knew nothing about.
>
> Now, that the true story is told can we move on? I know people are
> upset, they are angry, they have made up their minds to hate the man,
> but he is only human. He has good days and bad days like everyone
> else, and while I don't agree with the way he handled the situation I
> know from firsthand experience that sometimes life, real life, throws
> us a few lemons and it is bad enough getting through life's problems
> without several hatefu

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread shaun everiss

hmmm that was the same sort of thing that went down after james went.
I think we know this was at the head, but how did it start.
we are wiser now, it started when he did not meet his preorder 
release dates then went quiet.

We can only speculate why.

At 04:05 PM 5/3/2013, you wrote:

Hi Shaun.

I'm sure Draconis would be able to put me right if I'm wrong here, 
but James never intended to renege on his commitments, he just went 
offline because of the narrow minded, insular and darn right rude 
members of the community who ruthlessly ripped the heart out of any 
enjoyment he derived from developing his games.  James was a pioneer 
in many ways and produced probably more titles in more genres than 
any other developer.  He was a talented and hard working individual 
and I know I miss him and would have eagerly looked forward to Max 
Shrapnel if it ever were to have come out.


All the best, Ibrahim.

-Original Message- From: shaun everiss
Sent: Friday, May 03, 2013 4:54 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations

who cares!
He screwed several people, he's no one now.
Just like every dev that decides to leave will become.
I was never involved in the crazyness that went down on those days so
I can't really comment on what happened, I watched the list email feed.
I never owned or otherwise aquired any of his stuff at all.
while in esp he really did do well.
the new preorders and other things had a major bug and after all
that  the rest was history, his offline life was more than his gaming
life and he was overwritten by it I assume.
Then he went boom.
Sadly taking several with him, now tom has to handle whats left.
Why should we care.
again I was an outsider I know others were closer than I ever was.
he is gone and I hope he doesn't come back!
Now justin of bsc yeah I will miss him and I hope despite of the high
price on that large pack that he does return one day.

At 03:26 PM 5/3/2013, you wrote:
And just out of curiousity what ever happened to james north yes he 
cut us all off as has been said, but i just wondered and now am 
riddled with curiousity.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: "Draconis" 
To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:39 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life 
at the time he turned over Monty to you. I considered him a 
friend, and hope he has managed to get his life together.


I was actually the one who came up with the Arizona Smith name, as 
a play on Indiana Jones. I was always disappointed that you hadn't 
decided to keep using it. I, for one, would love to see the 
character resurrected. LOL


On May 2, 2013, at 10:39 AM, Thomas Ward  wrote:


Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d 

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Thomas Ward
Hi Clement,

Exactly. The mouse demo was suppose to give gamers an idea of how Max
Shrapnel was to be controlled, and to give them a little practice
using the mouse as Max Shrapnel was to be largely played using the
mouse much like Swamp is today.  Of course, I remember people wined
and complained about lack of keyboard support back then as they did
with Che over Rail Racer and Jeremy over Swamp until a majority found
out they actually  liked it. Lol.

Anyway, I think a lot of people forget what a great innovator James
North really was. He created Alien Outback before Justin and Dan came
out with Troopanum. He came out with Dynaman before Phil came out with
Pac-Man Talks for Windows. He created Monkey Business and I think it
was the very first attempt at an audio FPS game. He wrote Pinball
Classic and it still remains only one of two pinball games for the
blind. He came out with his rendition of Montezuma's Revenge in 2004
which is the very first audio 2d side-scroller with a vertical and
horizontal axis of movement. Shall I continue?

The point is James North created a lot of firsts, and this community
would be a lot worse off without his contributions. Oh, sure Troopanum
would have come along, and I'm sure Phil would have released Pac-Man
Talks for Windows as he did. Someone would have come up with a 2d
side-scroller eventually, but all of these things were done in the
first few years of the audio game industry and James North was the one
cranking out new games and new ideas that other devs hadn't thought
about yet.

Cheers!


On 5/4/13, Clement Chou  wrote:
> Hi Tom.
> The way I understood it.. that mouse demo was going to be one of the
> features of Max Shrapnel in terms of how it was controlled. I'm not sure how
>
> into that style of multiplayer pvp shooter you are similar to things like
> Counterstrike or Unreal Tournament, but it would be great to see something
> like that some time down the road. Not saying right now, of course, just a
> suggestion for a possible project. Max Shrapnel, when I read the features
> list James put up on Alchemy, was my dream game... because that was at the
> peak of the hype at the time which was Counterstrike 1.6, probably one of
> the most popular multiplayer shooters out there.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Clement Chou

Hi Tom.
The way I understood it.. that mouse demo was going to be one of the 
features of Max Shrapnel in terms of how it was controlled. I'm not sure how 
into that style of multiplayer pvp shooter you are similar to things like 
Counterstrike or Unreal Tournament, but it would be great to see something 
like that some time down the road. Not saying right now, of course, just a 
suggestion for a possible project. Max Shrapnel, when I read the features 
list James put up on Alchemy, was my dream game... because that was at the 
peak of the hype at the time which was Counterstrike 1.6, probably one of 
the most popular multiplayer shooters out there.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 9:56 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Charles,

You and many people probably forgot but while all the list was focused
on Montezuma's Revenge James North wrote a simple game in the inter
rum that was a prototype of a game he was working on simply called the
Mouse Demo. You might say this Mouse Demo was the forerunner of Swamp
because you would walk around a graveyard with a shotgun killing
zombies. You would walk forward/back using the w and s keys and the
mouse would turn you left/right and would fire your shotgun. It was a
cool game and ahead of its time by at least 8 years. We wouldn't see
anything like that again until Jeremy Kaldobsky came up with Swamp.

Now, I've thought many times of recreating that game, expanding it,
and continuing the work James North had planned, but got bogged down
with MOTA, Raceway, etc. Now, I'm not sure  if I should finish that
zombie demo game, because Swamp is already the same basic concept only
better. Lol.

Cheers!





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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread shaun everiss

swamp is sertainly better.
however that doesn't mean you can't create a campaign and upload it.
obviously you would have to have a swampish style to it with 
objectives fitting one maybe I may look at that who knows.


At 04:56 PM 5/4/2013, you wrote:

Hi Charles,

You and many people probably forgot but while all the list was focused
on Montezuma's Revenge James North wrote a simple game in the inter
rum that was a prototype of a game he was working on simply called the
Mouse Demo. You might say this Mouse Demo was the forerunner of Swamp
because you would walk around a graveyard with a shotgun killing
zombies. You would walk forward/back using the w and s keys and the
mouse would turn you left/right and would fire your shotgun. It was a
cool game and ahead of its time by at least 8 years. We wouldn't see
anything like that again until Jeremy Kaldobsky came up with Swamp.

Now, I've thought many times of recreating that game, expanding it,
and continuing the work James North had planned, but got bogged down
with MOTA, Raceway, etc. Now, I'm not sure  if I should finish that
zombie demo game, because Swamp is already the same basic concept only
better. Lol.

Cheers!


On 5/3/13, Charles Rivard  wrote:
> The mouse demo??
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

---
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Thomas Ward
Hi Charles,

You and many people probably forgot but while all the list was focused
on Montezuma's Revenge James North wrote a simple game in the inter
rum that was a prototype of a game he was working on simply called the
Mouse Demo. You might say this Mouse Demo was the forerunner of Swamp
because you would walk around a graveyard with a shotgun killing
zombies. You would walk forward/back using the w and s keys and the
mouse would turn you left/right and would fire your shotgun. It was a
cool game and ahead of its time by at least 8 years. We wouldn't see
anything like that again until Jeremy Kaldobsky came up with Swamp.

Now, I've thought many times of recreating that game, expanding it,
and continuing the work James North had planned, but got bogged down
with MOTA, Raceway, etc. Now, I'm not sure  if I should finish that
zombie demo game, because Swamp is already the same basic concept only
better. Lol.

Cheers!


On 5/3/13, Charles Rivard  wrote:
> The mouse demo??
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Lisa Hayes
Charles i find myself aggreeing with you again andi got in to some trouble 
for the tone in which i supported james and yes i also agree he left for 
good r3eason, but his custoer treatment was well kind of not good.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 11:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


If anyone knows how he is doing, and what he is doing, I, too, would like 
to know.  Talking with him during support issues with his games, I always 
thought he was a nice guy, also knowledgeable.  I was one who supported 
him patiently until he left the VI gaming community, and I did not blame 
him for leaving because of how he was treated by list members.  I do, 
however, think that he should have refunded preordered games before 
leaving.  I was sure happy to hear that Thomas Ward is, and this is key, 
is, still going to provide us with either our money's worth or beyond.


Tom:  I still support your work now that I know, through your 
explanations, what will be going on in the future.  Thanks.


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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 10:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:
And just out of curiousity what ever happened to james north yes he cut 
us

all off as has been said, but i just wondered and now am riddled with
curiousity.
Lisa Hayes


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Charles Rivard

The mouse demo??

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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 11:47 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Shaun and all,

I'd prefer not to rehash all this crap again, but since the topic came
up here is what happened as far as I know.

1. James North had started up Alchemy Game Studios and got Raceway
back from Josh intending to complete that game.He also started two
other projects, Montezuma's Revenge and Max Shrapnel, and took
preorders for all of them.

2. He developed a very early beta of Raceway, but for some reason
decided after developing the beta to start over from scratch in VB
.NET. He also wrote the demo of Montezuma's Revenge that was released
to the list, but it was buggy and only four levels was ever completed.
So regardless of what people think James North was getting something
done.

3. Sometime after he began all these projects he became sick, I don't
know from what, and he stopped developing for a couple of months. He
also had a death in the family and was rightfully upset and needed
time to grieve.

4. Not surprisingly while all this was going on being sick, dealing
with a death in the family, this community hounded him, flamed him,
and it upset him. Since James didn't make it known the reasons why he
had slowed on production, why release dates were not met, I think most
people assumed he was just screwing them which he wasn't, but short of
a full confession of his personal life I don't think it would have
phased them one bit.

5. Finally, he had enough of it all. He turned Montezuma's Revenge,
Raceway, and the mouse demo over to me, and quit. He rightfully had
enough of this communities bitching, moaning, and groaning when he was
having personal problems which this community knew nothing about.

Now, that the true story is told can we move on? I know people are
upset, they are angry, they have made up their minds to hate the man,
but he is only human. He has good days and bad days like everyone
else, and while I don't agree with the way he handled the situation I
know from firsthand experience that sometimes life, real life, throws
us a few lemons and it is bad enough getting through life's problems
without several hateful, spiteful, vindictive people emailing you day
in and day out wanting to know when this or that game will be done or
they are going to sue you etc.

Cheers!

On 5/3/13, shaun everiss  wrote:

well it would be actually interesting to find out what happened and
to find out the full story  on what actually happened in the first place.
We may go on on what we think happened but how did it all start.
We know a few facts.
1.  he did not release in a while.
The industry was growing only just born and growing fast, who knew it
would normalise itself to a slow easy strole in about 10 years or so.
maybe even less.
2.  james got a new company and was trialing a preorder system.
3.  release dates were made but in this case james was not able to
meet the dates.
This in itself was not normal but up till then every dev had been
making dates maybe everyone was lucky.
Though pcs had started the trek stuff before gma did same with lone
wolf both were dos initially.
4.  this is where at least from my standpoint it gets a bit misty.
We know that for ages there was nothing coming out at all and people
were wandering.
At that time we hadn't had anything not come when it was supposed to
so people were concerned.
However it suddenly looked after a lot of big announcements that
james publically went quiet without explanation  and people started
wandering what was going on.
Maybe his life caught up with him but we will never know now or till
the end of the world.
5.  we know now that the pre order system and release dates really
were not a good thing and that james took cash for something that as
far as anyone cared never made it out the door but he had a date that
couldn't be met  I don't recall them being reset so obviously there
musn't have been a release date reset I don't have records at all.
bar a few demos evewrything seemed to have stopped.
And that stayed like that for about 5 years maybe more like 2-4 years.
And thats where it officially ends.
at least from what I remember.
After that there were messages bandied over that people complained to
james, even flamed him that whiny blind people made him quit, other
messages said he screwed us over!
Ofcause it can be assumed that offline life caught up with him and
although I don't expect a dev to tell of his offline life, its the
only thing I think that makes sence.
How much is true?
For that only james can know.
Some truth does exist.
we have people that like to complain to devs I am not one of those
that would go hard out.
We know he kept accepting cash after he couldn&

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Charles Rivard
If anyone knows how he is doing, and what he is doing, I, too, would like to 
know.  Talking with him during support issues with his games, I always 
thought he was a nice guy, also knowledgeable.  I was one who supported him 
patiently until he left the VI gaming community, and I did not blame him for 
leaving because of how he was treated by list members.  I do, however, think 
that he should have refunded preordered games before leaving.  I was sure 
happy to hear that Thomas Ward is, and this is key, is, still going to 
provide us with either our money's worth or beyond.


Tom:  I still support your work now that I know, through your explanations, 
what will be going on in the future.  Thanks.


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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 10:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:
And just out of curiousity what ever happened to james north yes he cut 
us

all off as has been said, but i just wondered and now am riddled with
curiousity.
Lisa Hayes


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Charles Rivard

Makes sense in all cases.  Thanks.

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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 3:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Charles,

If a game is well designed that shouldn't really matter too much. Even
though a developer might know where every item and monster is in the
game that doesn't necessarily mean achieving those items will be easy
or free of challenges. Most of the classic Atari games were extremely
challenging even though they were pretty much the same from game to
game.

For example, let's look at the original Montezuma's Revenge by Parker
Brothers for the Atari 2600. It didn't change much from game to game
because all the enemies, weapons, and special items were in the same
place from game to game. However, there were two things that made it
challenging and gave it a lot of replay value. First, over time the
enemy skulls, snakes, and spiders would slowly get faster and faster
forcing you to react faster to their movements and attacks. Second,
after level 7 or so you could not kill any of the enemies. You
literally jumped over them or died trying. So combine the speed with
the fact skulls, snakes, and spiders were basically invincible after
level 7 it got to be extremely challenging to keep going passed a
certain point.

To add to that remember that you had to gather up torches to light
certain rooms that were dark. Well, after level 11 the entire level
was blacked out, with no torches, and if you didn't have any torches
left over from a prior level you were basically playing the game
blind. That too added a totally unheard of amount of challenge to the
game above and beyond what was usual for Atari games at the time.

So when you see how that game was designed it doesn't really matter if
the developer knows where everything is or not. He or she has just as
much chance of getting all the jewels, swords, coins, etc as the
people who buy the game. There are no special advantages in a case
like that.

As far as generating random levels I suppose its possible, but not
sure I want to do something like that. While it would certainly make
it more replayible as every game would essentially be different the
problem is it is difficult to debug a game when it is always changing
from game to game. So if there is a bug reported by an end user how
many games would a developer have to play to attempt to reproduce that
bug when it happens completely at random in the first place?

Cheers!


On 5/2/13, Charles Rivard  wrote:
Speaking of a level editor, if you create a temple, what would be the 
replay


value for the creator?  You know where everything is before you even play
it.  A thought:  Could there be something like a computer generated 
temple?


This might seem like an odd question, but it's just a thought.

---
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Draconis
Hi Tom, Shaun, and all,

Once again, after telling myself I should quit dealing with this list 
day-to-day, I find myself responding to a message. I will never learn, 
apparently. LOL

Shaun: It is messages like yours that makes devs like myself not want to 
support the blind gaming community…at least not this segment of it.

Adding to what Tom has said…

I know only a little more of the story with James than does Tom, and I don't 
really feel comfortable airing it out here. I didn't agree with how James 
handled some things, but in the end, it is the community, more than anything 
else, that is at fault for his exit from the space. 

It was the situation with James, in fact, that led Draconis to adopt the policy 
that we do not announce products in advance, do not take preorders, that we do 
not share publicly what we're working on, and that, except for times of 
releases, we pretty much withdraw from the community entirely. If we didn't, it 
would be tough to have any desire to keep going. I honestly don't know how Tom 
does it, and you should all be incredibly appreciative that he is as open as he 
is. Frankly, I think he'd be better off not doing it, but it is his hair to 
lose. *grin*

A lot of devs from the early days have withdrawn. How long has it been since 
BSC was on this list? GMA? I don't post except when we have a release.

You would think this community would have learnt from the mistakes of the past. 
It never does.

We got a lot of angry messages when we released ChangeReaction and SilverDollar 
for Mac before Windows. Where are all those folks now? I don't see many of them 
supporting this Windows release. I think people like to have something to get 
riled up over. They like drama. There's been far too much drama in this 
community.

The next time you want to send a nasty post about James North's history, or 
Tom's seemingly changing his mind, or how Draconis doesn't post updates as 
often s you want…think twice before hitting send. Ask yourself if that message 
is going to help move the industry and the community forward, or do anything 
positive at all. If not, please close the window and pour yourself a 
drink…assuming you're over the legal age to partake in your jurisdiction.

Lord knows, some of you have driven me to it, from time to time.

On May 3, 2013, at 12:47 AM, Thomas Ward  wrote:

> Hi Shaun and all,
> 
> I'd prefer not to rehash all this crap again, but since the topic came
> up here is what happened as far as I know.
> 
> 1. James North had started up Alchemy Game Studios and got Raceway
> back from Josh intending to complete that game.He also started two
> other projects, Montezuma's Revenge and Max Shrapnel, and took
> preorders for all of them.
> 
> 2. He developed a very early beta of Raceway, but for some reason
> decided after developing the beta to start over from scratch in VB
> .NET. He also wrote the demo of Montezuma's Revenge that was released
> to the list, but it was buggy and only four levels was ever completed.
> So regardless of what people think James North was getting something
> done.
> 
> 3. Sometime after he began all these projects he became sick, I don't
> know from what, and he stopped developing for a couple of months. He
> also had a death in the family and was rightfully upset and needed
> time to grieve.
> 
> 4. Not surprisingly while all this was going on being sick, dealing
> with a death in the family, this community hounded him, flamed him,
> and it upset him. Since James didn't make it known the reasons why he
> had slowed on production, why release dates were not met, I think most
> people assumed he was just screwing them which he wasn't, but short of
> a full confession of his personal life I don't think it would have
> phased them one bit.
> 
> 5. Finally, he had enough of it all. He turned Montezuma's Revenge,
> Raceway, and the mouse demo over to me, and quit. He rightfully had
> enough of this communities bitching, moaning, and groaning when he was
> having personal problems which this community knew nothing about.
> 
> Now, that the true story is told can we move on? I know people are
> upset, they are angry, they have made up their minds to hate the man,
> but he is only human. He has good days and bad days like everyone
> else, and while I don't agree with the way he handled the situation I
> know from firsthand experience that sometimes life, real life, throws
> us a few lemons and it is bad enough getting through life's problems
> without several hateful, spiteful, vindictive people emailing you day
> in and day out wanting to know when this or that game will be done or
> they are going to sue you etc.
> 
> Cheers!
> 
> On 5/3/13, shaun everiss  wrote:
>> well it would be actually interesting to find out what happened and
>> to find out the full story  on what actually happened in the first place.
>> We may go on on what we think happened but how did it all start.
>> We know a few facts.
>> 1.  he did not release in a while.
>

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Thomas Ward
Hi Sarah,

As you know they say hindsight is 20/20, and I can certainly see what
part I had to play in the confusion. As you said I didn't really make
it clear to the customers that those betas weren't necessarily  going
to reflect the final product although I was thinking of something like
that at the time. I was mainly worried that people would complain and
accuse me of screwing them over like James North if I did what
Draconis does by just announcing final releases and doing and all the
testing and development privately. If I had done that I wouldn't have
created this current situation, but I'm certain I would have taken a
lot of heat for basically not releasing anything since 2008. So its
one of those situations of being between the proverbial rock and hard
place.

That said, I don't actually give people a lot of information on the
projects I am working on for exactly the points you raised. I've got a
handful of diff rent projects at various stages of development, and I
don't want to fall into the trap of giving out too much information
about them much less give people a false sense of hope as to when they
get released. Likewise I don't expect to email the list every month
with a play by play update as this new version of Mysteries of the
Ancients gets developed because I have a preliminary idea for the game
but things are likely to change between now and the time I have
something ready for the community. So I am going to be playing my
cards close to my chest. :d

Cheers!


On 5/3/13, Sarah Haake  wrote:
> Hi Thomas,
>
> well, as far as I can remember you didn't really make it clear that all
> these Betas just were tests for your engine, which you can gather from the
> fact that I'm not the only one who understood it wrong. I thought, like
> others here did too, that these Betas were actual steps towards the
> completed game. And now you are saying that you finally after six years you
>
> will start working on the game seriously. Maybe this time was needed, but
> maybe you can understand that it feels a bit weird to read this after such
> long time of already released Betas and stuff.
>
> My commend about you not working on it every day was not even meant to be
> harsh or anything. I just know myself that reall life is more often in the
> way than we all like when doing something, so I think it's reasonable to say
>
> that it probably will take a bit longer than you might think now. I think
> you could get some angry messages again when you now say it will go quickly
>
> and than your time becomes less for some reason. I'll certainly not chime in
>
> in flames or anything, but just the story of James you told says enough
> about such things I think.
>
> I actually would be completely alright if you would do it like Draconis and
>
> tell nothing much until the game is ready, maybe that would make your life
> easier too. I don't really need a daily report from a developer, I was
> completely happy to for example wait for the Windows version of Change
> Reaction until it was there, and it was alright for me to just see the
> messages from Draconis which just said that it's almost there.
>
> Of course that is your decision, it's just something I was thinking about.
> We all see how quickly those discussions can get heated and longer than they
>
> need be and how quickly old stories are rehashed even though they have
> nothing to do with you or the current situation. That's actually something
> which makes me frustrated, that this community obviously can't let old
> things drop and that the most messages in this list are written when there
> is something to complain about.
>
> Finally to your original question. Yes, I was frustrated first when you send
>
> this because it really seemed like you changed your mind once again. But now
>
> I can see what's the deal here.
>
> I'd like to have a game like the original one on the Attari, I loved to play
>
> these old games when I was still sighted. And if you are sure that you now
> can do it fairly quickly, I think it's alright. I just think you should get
>
> something ready, not so much because of me or anyone, but because I think
> you also need the sence of finally having completed a long project for a
> change.
>
> Best regards
> Sarah

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Raul A. Gallegos

Well, for you being an outsider you sure have a heavy opinion.

--
Raul A. Gallegos
Bazinga! - Sheldon Cooper
Twitter and Facebook user ID: rau47

On 5/2/2013 10:54 PM, shaun everiss wrote:

who cares!
He screwed several people, he's no one now.
Just like every dev that decides to leave will become.
I was never involved in the crazyness that went down on those days so I
can't really comment on what happened, I watched the list email feed.
I never owned or otherwise aquired any of his stuff at all.
while in esp he really did do well.
the new preorders and other things had a major bug and after all that
the rest was history, his offline life was more than his gaming life and
he was overwritten by it I assume.
Then he went boom.
Sadly taking several with him, now tom has to handle whats left.
Why should we care.
again I was an outsider I know others were closer than I ever was.
he is gone and I hope he doesn't come back!
Now justin of bsc yeah I will miss him and I hope despite of the high
price on that large pack that he does return one day.

At 03:26 PM 5/3/2013, you wrote:

And just out of curiousity what ever happened to james north yes he
cut us all off as has been said, but i just wondered and now am
riddled with curiousity.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: "Draconis" 
To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:39 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life at
the time he turned over Monty to you. I considered him a friend, and
hope he has managed to get his life together.

I was actually the one who came up with the Arizona Smith name, as a
play on Indiana Jones. I was always disappointed that you hadn't
decided to keep using it. I, for one, would love to see the character
resurrected. LOL

On May 2, 2013, at 10:39 AM, Thomas Ward 
wrote:


Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the s

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Raul A. Gallegos
Well, I can certainly understand his reasoning for not spilling out his 
personal life. Unfortunately when you are in the spotlight it can make 
you look bad. I tend to be that way myself where I don't publicize my 
personal life. So if projects I'm involved with seem to not get done, or 
whether I'm working on them in the background, that's just the way I do 
things. For example, only a few people knew that I moved from Indiana to 
Texas and the reasons why. Some have speculated, and some have assumed, 
and still others haven't cared really. So, where ever James North is at 
this time, I do hope he's doing well. Who knows, maybe he reads the 
archived messages on here. I too had some off line discussions with him 
and found him to be a  pleasant individual. However you are right, that 
this should be put to rest.


--
Raul A. Gallegos
I love strawberry Quik. It's my favorite pink fluid narrowly beating out 
Pepto-Bismol. - Sheldon Cooper

Twitter and Facebook user ID: rau47

On 5/2/2013 11:47 PM, Thomas Ward wrote:

Hi Shaun and all,

I'd prefer not to rehash all this crap again, but since the topic came
up here is what happened as far as I know.

1. James North had started up Alchemy Game Studios and got Raceway
back from Josh intending to complete that game.He also started two
other projects, Montezuma's Revenge and Max Shrapnel, and took
preorders for all of them.

2. He developed a very early beta of Raceway, but for some reason
decided after developing the beta to start over from scratch in VB
.NET. He also wrote the demo of Montezuma's Revenge that was released
to the list, but it was buggy and only four levels was ever completed.
So regardless of what people think James North was getting something
done.

3. Sometime after he began all these projects he became sick, I don't
know from what, and he stopped developing for a couple of months. He
also had a death in the family and was rightfully upset and needed
time to grieve.

4. Not surprisingly while all this was going on being sick, dealing
with a death in the family, this community hounded him, flamed him,
and it upset him. Since James didn't make it known the reasons why he
had slowed on production, why release dates were not met, I think most
people assumed he was just screwing them which he wasn't, but short of
a full confession of his personal life I don't think it would have
phased them one bit.

5. Finally, he had enough of it all. He turned Montezuma's Revenge,
Raceway, and the mouse demo over to me, and quit. He rightfully had
enough of this communities bitching, moaning, and groaning when he was
having personal problems which this community knew nothing about.

Now, that the true story is told can we move on? I know people are
upset, they are angry, they have made up their minds to hate the man,
but he is only human. He has good days and bad days like everyone
else, and while I don't agree with the way he handled the situation I
know from firsthand experience that sometimes life, real life, throws
us a few lemons and it is bad enough getting through life's problems
without several hateful, spiteful, vindictive people emailing you day
in and day out wanting to know when this or that game will be done or
they are going to sue you etc.

Cheers!

On 5/3/13, shaun everiss  wrote:

well it would be actually interesting to find out what happened and
to find out the full story  on what actually happened in the first place.
We may go on on what we think happened but how did it all start.
We know a few facts.
1.  he did not release in a while.
The industry was growing only just born and growing fast, who knew it
would normalise itself to a slow easy strole in about 10 years or so.
maybe even less.
2.  james got a new company and was trialing a preorder system.
3.  release dates were made but in this case james was not able to
meet the dates.
This in itself was not normal but up till then every dev had been
making dates maybe everyone was lucky.
Though pcs had started the trek stuff before gma did same with lone
wolf both were dos initially.
4.  this is where at least from my standpoint it gets a bit misty.
We know that for ages there was nothing coming out at all and people
were wandering.
At that time we hadn't had anything not come when it was supposed to
so people were concerned.
However it suddenly looked after a lot of big announcements that
james publically went quiet without explanation  and people started
wandering what was going on.
Maybe his life caught up with him but we will never know now or till
the end of the world.
5.  we know now that the pre order system and release dates really
were not a good thing and that james took cash for something that as
far as anyone cared never made it out the door but he had a date that
couldn't be met  I don't recall them being reset so obviously there
musn't have been a release date reset I don't have records at all.
bar a few demos evewrything seemed to have stopped.
And that stayed like that for abo

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Sarah Haake

Hi Thomas,

well, as far as I can remember you didn't really make it clear that all 
these Betas just were tests for your engine, which you can gather from the 
fact that I'm not the only one who understood it wrong. I thought, like 
others here did too, that these Betas were actual steps towards the 
completed game. And now you are saying that you finally after six years you 
will start working on the game seriously. Maybe this time was needed, but 
maybe you can understand that it feels a bit weird to read this after such 
long time of already released Betas and stuff.


My commend about you not working on it every day was not even meant to be 
harsh or anything. I just know myself that reall life is more often in the 
way than we all like when doing something, so I think it's reasonable to say 
that it probably will take a bit longer than you might think now. I think 
you could get some angry messages again when you now say it will go quickly 
and than your time becomes less for some reason. I'll certainly not chime in 
in flames or anything, but just the story of James you told says enough 
about such things I think.


I actually would be completely alright if you would do it like Draconis and 
tell nothing much until the game is ready, maybe that would make your life 
easier too. I don't really need a daily report from a developer, I was 
completely happy to for example wait for the Windows version of Change 
Reaction until it was there, and it was alright for me to just see the 
messages from Draconis which just said that it's almost there.


Of course that is your decision, it's just something I was thinking about. 
We all see how quickly those discussions can get heated and longer than they 
need be and how quickly old stories are rehashed even though they have 
nothing to do with you or the current situation. That's actually something 
which makes me frustrated, that this community obviously can't let old 
things drop and that the most messages in this list are written when there 
is something to complain about.


Finally to your original question. Yes, I was frustrated first when you send 
this because it really seemed like you changed your mind once again. But now 
I can see what's the deal here.


I'd like to have a game like the original one on the Attari, I loved to play 
these old games when I was still sighted. And if you are sure that you now 
can do it fairly quickly, I think it's alright. I just think you should get 
something ready, not so much because of me or anyone, but because I think 
you also need the sence of finally having completed a long project for a 
change.


Best regards
Sarah


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-03 Thread Lisa Hayes

It sounds good Thomas it so does.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 4:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Lisa,

Yes, and I think most people will be happy with the end results. I
just spent some considerable time going through my music and sound
effects library and have been finding some better music and sounds for
Mysteries of the Ancients than those that came with the 2006-2008
versions of Montezuma's Revenge, and I'm actually excited to see this
project get off the ground, because if the music and ambiance are
anything to go by this will be much much better than my first attempt
at this game. Plus since I am loosely basing it on Montezuma's Revenge
but am not making an exact copy I have absolute freedom to basically
use my imagination when and where possible.

One of the things I am looking at is revamping the combat system a
bit. In the Parker Brothers version if you picked up a sword and were
close to a skull Panama Joe used it, killed the skull, and you lost
the sword. I always felt if you were limited to swords you should have
the choice when and where to use it. Either that or the sword should
have some sort of damage counter so it can be used x number of times
before it has to be replaced with a different one.

For example, in the SNES game, Indiana Jones Greatest Adventures, his
whip was only good for so many attacks. You might get it at the
beginning of a level and when you reached the next level the whip was
missing from Indies' inventory and you had to find a new one. I think
this is a fair way of balancing combat with having to find and use new
weapons because it only has so many uses just like running out of
bullets, but at the same time if you put those sword or whip in
challenging spots the player will  have to duck, jump, and avoid
enemies until they reach it.

Cheers!


On 5/3/13, Lisa Hayes  wrote:

well you're doing the job now and we're glad of it.
Lisa Hayes



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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Lisa,

Yes, and I think most people will be happy with the end results. I
just spent some considerable time going through my music and sound
effects library and have been finding some better music and sounds for
Mysteries of the Ancients than those that came with the 2006-2008
versions of Montezuma's Revenge, and I'm actually excited to see this
project get off the ground, because if the music and ambiance are
anything to go by this will be much much better than my first attempt
at this game. Plus since I am loosely basing it on Montezuma's Revenge
but am not making an exact copy I have absolute freedom to basically
use my imagination when and where possible.

One of the things I am looking at is revamping the combat system a
bit. In the Parker Brothers version if you picked up a sword and were
close to a skull Panama Joe used it, killed the skull, and you lost
the sword. I always felt if you were limited to swords you should have
the choice when and where to use it. Either that or the sword should
have some sort of damage counter so it can be used x number of times
before it has to be replaced with a different one.

For example, in the SNES game, Indiana Jones Greatest Adventures, his
whip was only good for so many attacks. You might get it at the
beginning of a level and when you reached the next level the whip was
missing from Indies' inventory and you had to find a new one. I think
this is a fair way of balancing combat with having to find and use new
weapons because it only has so many uses just like running out of
bullets, but at the same time if you put those sword or whip in
challenging spots the player will  have to duck, jump, and avoid
enemies until they reach it.

Cheers!


On 5/3/13, Lisa Hayes  wrote:
> well you're doing the job now and we're glad of it.
> Lisa Hayes
>

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Lisa Hayes
thomas mate you're i my view doing the right thing after all you could do a 
bavisoft couldn't you and not communicate at all and treat us like 
mushrooms, but you['re a better person then that.  so keep it up and fight 
the good fight, but remember to have some personal space too.  we all need 
private time.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 3:08 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Raul,

No offense taken. If you haven't noticed I no longer send out monthly
news letters apprising people of what I am doing, not because I am not
doing anything, but I don't want to be accountable for saying
something one month and then having it thrown back in my face if I
have to change it for some reason such as I didn't like the way this
or that turned out or it technically wasn't feasible in the first
place. Either way I've learned sometimes saying too much is as bad if
not worse than saying nothing at all.

The only reason I opened this particular can of worms is because I
honestly was interested if people wanted a side-scroller along the
lines of the original game. I know there were several heated messages
to the effect they didn't like it because it didn't have this or that,
or people thought I should have went FPS, etc. I could have just went
ahead and wrote MOTA like Montezuma's Revenge without asking, and
based on some of the responses I've read I probably should have done
that. I'm getting a bit sick and tired of being told just release
something, stop changing your mind, etc as that's unproductive and has
nothing to do with the question being asked. However, i know if I
didn't ask I'd probably get some static for not giving people a say.
They would have downloaded it and ask what happened to Angela Carter,
the centaurs, harpies, zombies, whatever expecting it based on MOTA
betas 1 through 22.

Cheers!

On 5/2/13, Raul A. Gallegos  wrote:

Hello Thomas. I confess to being one of the users who thought the betas
were a way to reach the real deal at the end of those beta cycles. So,
if my message on this was kind of harsh I apologize in advance. I think
like Josh, I believe it was, that's the difference between developers
who don't give any public news of what's going on VS the ones who
include the community through every step of the way. I agree that you
are damned if you do and damned if you don't. I guess my thing is that
after so many incarnations of the game, no matter which engine is used,
people, including myself want to see a release. I don't think that most
of us will care which game engine is used or what trouble you had to go
through to get it done. this is not to say that the challenges you face
don't matter, and that your personal life isn't important. However I
think that by writing so many messages on what's going on in the
development process it sets a level of expectation from many users, who
end up being disappointed when they see every change which happens in
that development cycle. Now that you have explained a little more your
reasons as to why the change is happening again, I think I understand
and will happily wait for the game release in whatever form it takes. I
of course cannot dictate how you choose to inform the community on your
progress, but I would rather not hear of each step of the way and then
the anticipation can build up. That way it will be more exciting for me
when it comes out.

I hope this is taken in the positive tone I'm trying to convey.

--
Raul A. Gallegos
Just witnessed an ant crawl under one of my keys. Don't worry, It's
under CTRL. - Sheldon Cooper
Twitter and Facebook user ID: rau47



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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Lisa Hayes

well you're doing the job now and we're glad of it.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:52 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:
And just out of curiousity what ever happened to james north yes he cut 
us

all off as has been said, but i just wondered and now am riddled with
curiousity.
Lisa Hayes


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Raul,

No offense taken. If you haven't noticed I no longer send out monthly
news letters apprising people of what I am doing, not because I am not
doing anything, but I don't want to be accountable for saying
something one month and then having it thrown back in my face if I
have to change it for some reason such as I didn't like the way this
or that turned out or it technically wasn't feasible in the first
place. Either way I've learned sometimes saying too much is as bad if
not worse than saying nothing at all.

The only reason I opened this particular can of worms is because I
honestly was interested if people wanted a side-scroller along the
lines of the original game. I know there were several heated messages
to the effect they didn't like it because it didn't have this or that,
or people thought I should have went FPS, etc. I could have just went
ahead and wrote MOTA like Montezuma's Revenge without asking, and
based on some of the responses I've read I probably should have done
that. I'm getting a bit sick and tired of being told just release
something, stop changing your mind, etc as that's unproductive and has
nothing to do with the question being asked. However, i know if I
didn't ask I'd probably get some static for not giving people a say.
They would have downloaded it and ask what happened to Angela Carter,
the centaurs, harpies, zombies, whatever expecting it based on MOTA
betas 1 through 22.

Cheers!

On 5/2/13, Raul A. Gallegos  wrote:
> Hello Thomas. I confess to being one of the users who thought the betas
> were a way to reach the real deal at the end of those beta cycles. So,
> if my message on this was kind of harsh I apologize in advance. I think
> like Josh, I believe it was, that's the difference between developers
> who don't give any public news of what's going on VS the ones who
> include the community through every step of the way. I agree that you
> are damned if you do and damned if you don't. I guess my thing is that
> after so many incarnations of the game, no matter which engine is used,
> people, including myself want to see a release. I don't think that most
> of us will care which game engine is used or what trouble you had to go
> through to get it done. this is not to say that the challenges you face
> don't matter, and that your personal life isn't important. However I
> think that by writing so many messages on what's going on in the
> development process it sets a level of expectation from many users, who
> end up being disappointed when they see every change which happens in
> that development cycle. Now that you have explained a little more your
> reasons as to why the change is happening again, I think I understand
> and will happily wait for the game release in whatever form it takes. I
> of course cannot dictate how you choose to inform the community on your
> progress, but I would rather not hear of each step of the way and then
> the anticipation can build up. That way it will be more exciting for me
> when it comes out.
>
> I hope this is taken in the positive tone I'm trying to convey.
>
> --
> Raul A. Gallegos
> Just witnessed an ant crawl under one of my keys. Don't worry, It's
> under CTRL. - Sheldon Cooper
> Twitter and Facebook user ID: rau47
>

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Ibrahim,

Yes, and as I just explained in my prior post there were a lot of
things going on that the community was not apprised of at the time. I
know for certain he had no intentions in the beginning to renege on
his preorders it just ended up that way because he was working through
some personal issues and this community did nothing but bitch, moan,
and groan the entire time to the point he got no satisfaction from
writing the games any more. Eventually, he just quit, and if you had
read some of the messages he got they were very very vicious and ugly.
He sent me a couple before he closed Alchemy and some of them were the
most vicious emails I have ever read in my life.

Cheers!


On 5/3/13, Ibrahim Gucukoglu  wrote:
> Hi Shaun.
>
> I'm sure Draconis would be able to put me right if I'm wrong here, but James
>
> never intended to renege on his commitments, he just went offline because of
>
> the narrow minded, insular and darn right rude members of the community who
>
> ruthlessly ripped the heart out of any enjoyment he derived from developing
>
> his games.  James was a pioneer in many ways and produced probably more
> titles in more genres than any other developer.  He was a talented and hard
>
> working individual and I know I miss him and would have eagerly looked
> forward to Max Shrapnel if it ever were to have come out.
>
> All the best, Ibrahim.
>

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Shaun and all,

I'd prefer not to rehash all this crap again, but since the topic came
up here is what happened as far as I know.

1. James North had started up Alchemy Game Studios and got Raceway
back from Josh intending to complete that game.He also started two
other projects, Montezuma's Revenge and Max Shrapnel, and took
preorders for all of them.

2. He developed a very early beta of Raceway, but for some reason
decided after developing the beta to start over from scratch in VB
.NET. He also wrote the demo of Montezuma's Revenge that was released
to the list, but it was buggy and only four levels was ever completed.
So regardless of what people think James North was getting something
done.

3. Sometime after he began all these projects he became sick, I don't
know from what, and he stopped developing for a couple of months. He
also had a death in the family and was rightfully upset and needed
time to grieve.

4. Not surprisingly while all this was going on being sick, dealing
with a death in the family, this community hounded him, flamed him,
and it upset him. Since James didn't make it known the reasons why he
had slowed on production, why release dates were not met, I think most
people assumed he was just screwing them which he wasn't, but short of
a full confession of his personal life I don't think it would have
phased them one bit.

5. Finally, he had enough of it all. He turned Montezuma's Revenge,
Raceway, and the mouse demo over to me, and quit. He rightfully had
enough of this communities bitching, moaning, and groaning when he was
having personal problems which this community knew nothing about.

Now, that the true story is told can we move on? I know people are
upset, they are angry, they have made up their minds to hate the man,
but he is only human. He has good days and bad days like everyone
else, and while I don't agree with the way he handled the situation I
know from firsthand experience that sometimes life, real life, throws
us a few lemons and it is bad enough getting through life's problems
without several hateful, spiteful, vindictive people emailing you day
in and day out wanting to know when this or that game will be done or
they are going to sue you etc.

Cheers!

On 5/3/13, shaun everiss  wrote:
> well it would be actually interesting to find out what happened and
> to find out the full story  on what actually happened in the first place.
> We may go on on what we think happened but how did it all start.
> We know a few facts.
> 1.  he did not release in a while.
> The industry was growing only just born and growing fast, who knew it
> would normalise itself to a slow easy strole in about 10 years or so.
> maybe even less.
> 2.  james got a new company and was trialing a preorder system.
> 3.  release dates were made but in this case james was not able to
> meet the dates.
> This in itself was not normal but up till then every dev had been
> making dates maybe everyone was lucky.
> Though pcs had started the trek stuff before gma did same with lone
> wolf both were dos initially.
> 4.  this is where at least from my standpoint it gets a bit misty.
> We know that for ages there was nothing coming out at all and people
> were wandering.
> At that time we hadn't had anything not come when it was supposed to
> so people were concerned.
> However it suddenly looked after a lot of big announcements that
> james publically went quiet without explanation  and people started
> wandering what was going on.
> Maybe his life caught up with him but we will never know now or till
> the end of the world.
> 5.  we know now that the pre order system and release dates really
> were not a good thing and that james took cash for something that as
> far as anyone cared never made it out the door but he had a date that
> couldn't be met  I don't recall them being reset so obviously there
> musn't have been a release date reset I don't have records at all.
> bar a few demos evewrything seemed to have stopped.
> And that stayed like that for about 5 years maybe more like 2-4 years.
> And thats where it officially ends.
> at least from what I remember.
> After that there were messages bandied over that people complained to
> james, even flamed him that whiny blind people made him quit, other
> messages said he screwed us over!
> Ofcause it can be assumed that offline life caught up with him and
> although I don't expect a dev to tell of his offline life, its the
> only thing I think that makes sence.
> How much is true?
> For that only james can know.
> Some truth does exist.
> we have people that like to complain to devs I am not one of those
> that would go hard out.
> We know he kept accepting cash after he couldn't make the release
> date and got flack for it.
> We don't know though what happened, not fully.
> Shortly after the start of  the 5th year the flamewar started.
> And then james quit obviously his system had malfunctioned and he was
> not able to or was not aware of it till it caught

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Shaun,

Forget it. I definitely don't want a bunch of beeps, boops, bonks, and
other retro arcade effects. I could scrape up some wav files that
sound light years better than that trash without trying very hard.
Plus you don't really understand how difficult it is to make a fully
operational audio game based on 1980's retro sound effects.

Take changes in terrain just as a simple example. In a game like MOTA
there might be dirt, mud, sand, ladders, metal platforms, etc. I have
to use real world sounds for that, because arcade walking sounds
aren't nearly that specific. Instead arcade walk sounds are basically
like boop, boop, boop, boop as you walk left/right. That's useless in
conveying information to a blind gamer who can't see the changes in
terrain on the screen.

Another thing to consider are traps. In video games like the classic
Montezuma's Revenge there were no sounds for fire pits, spikes,
vanishing platforms, etc. Besides even if they were they would sound
very corny compared to a wav file of a blazing fire, a bubbling lava
pit, the sound of spikes scraping together, etc. At least the sounds
for MOTA are easily recognizable without a sound descriptions menu,
but one is provided anyway for clarification.

The same argument could be made for death sounds as well. In classic
arcade games the player would fall into a pit, land on a fire, or land
on some spikes and all you would hear is a little jingle while your
final score and the words "game over" were splashed on the screen. For
a blind player that doesn't  really identify what happened or how the
character died. In MOTA if you hear the character scream and hit the
ground it is pretty obvious he fell off a ledge or fell into a chasm.
If you hear the sound of a spike being driven into  a body and the
character screams you can easily deduce he landed on some spikes. If
you hear a large splash and the character screams he obviously landed
In lava.

Bottom line, I believe in making the environment and sound effects as
realistic as humanly possible. While nobody cared about the
unrealistic boops, beeps, and bonks back in the 80's the technology
exists now to invent some realistic sounding games just buy buying and
using some decent quality effects. I have no desire to go back to the
80's type arcade sounds as they aren't detailed enough for my needs.

Cheers!

On 5/2/13, shaun everiss  wrote:
> well I'd like a retro style with it sounding like you were playing an
> atary unit if it were modern  turning it on loading the cart.
> when you exited the game, pulling the cart putting it away and
> turning off the unit.
>   after shaddowgate I really dig the retro thing ofcause any chippy
> stuff is right up my ally since electronic music is what I like.
>

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread shaun everiss
well it would be actually interesting to find out what happened and 
to find out the full story  on what actually happened in the first place.

We may go on on what we think happened but how did it all start.
We know a few facts.
1.  he did not release in a while.
The industry was growing only just born and growing fast, who knew it 
would normalise itself to a slow easy strole in about 10 years or so.

maybe even less.
2.  james got a new company and was trialing a preorder system.
3.  release dates were made but in this case james was not able to 
meet the dates.
This in itself was not normal but up till then every dev had been 
making dates maybe everyone was lucky.
Though pcs had started the trek stuff before gma did same with lone 
wolf both were dos initially.

4.  this is where at least from my standpoint it gets a bit misty.
We know that for ages there was nothing coming out at all and people 
were wandering.
At that time we hadn't had anything not come when it was supposed to 
so people were concerned.
However it suddenly looked after a lot of big announcements that 
james publically went quiet without explanation  and people started 
wandering what was going on.
Maybe his life caught up with him but we will never know now or till 
the end of the world.
5.  we know now that the pre order system and release dates really 
were not a good thing and that james took cash for something that as 
far as anyone cared never made it out the door but he had a date that 
couldn't be met  I don't recall them being reset so obviously there 
musn't have been a release date reset I don't have records at all.

bar a few demos evewrything seemed to have stopped.
And that stayed like that for about 5 years maybe more like 2-4 years.
And thats where it officially ends.
at least from what I remember.
After that there were messages bandied over that people complained to 
james, even flamed him that whiny blind people made him quit, other 
messages said he screwed us over!
Ofcause it can be assumed that offline life caught up with him and 
although I don't expect a dev to tell of his offline life, its the 
only thing I think that makes sence.

How much is true?
For that only james can know.
Some truth does exist.
we have people that like to complain to devs I am not one of those 
that would go hard out.
We know he kept accepting cash after he couldn't make the release 
date and got flack for it.

We don't know though what happened, not fully.
Shortly after the start of  the 5th year the flamewar started.
And then james quit obviously his system had malfunctioned and he was 
not able to or was not aware of it till it caught up with him.
The last email I had was james was in one of the stupid years when I 
fired off over things in general.

I forgot what it was about.
He swore at me, and seemed to be completely burned at the stake.
this was shortly before he quit.
So what happened?
I know what happened via list mail, but if thats all via list mail is 
it the entire truth.

Nowe we are mostly wiser, maybe its safe to revisit the mystory.
I am in 2 minds about getting james back should the opertunity arrise 
again though.

That is unless we can actually find out what going on.
All I know is whatever happened to get things to not go to plan it 
must have been a monster thing in deed.
We may never know what that is but if there is a way to resolve this 
mystory I'd be interested  in that.



At 03:52 PM 5/3/2013, you wrote:

Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:
> And just out of curiousity what ever happened to james north yes he cut us
> all off as has been said, but i just wondered and now am riddled with
> curiousity.
> Lisa Hayes

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Ibrahim Gucukoglu

Hi Thomas.

That's a shame, I mean that you don't keep in touch though I couldn't see 
any reason for you to have done but still, I'd love to drop him a line to 
see how he is.  I was fond of him as a person, we had many long discussions 
on messenger and there was talk of me visiting him but that never happened. 
Shame really but if you do have his email or anything, just tell him I said 
hi, not that he'd remember me probably LOL.


All the best, Ibrahim.

-Original Message- 
From: Thomas Ward

Sent: Friday, May 03, 2013 4:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations

Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:

And just out of curiousity what ever happened to james north yes he cut us
all off as has been said, but i just wondered and now am riddled with
curiousity.
Lisa Hayes


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Ibrahim Gucukoglu

Hi Shaun.

I'm sure Draconis would be able to put me right if I'm wrong here, but James 
never intended to renege on his commitments, he just went offline because of 
the narrow minded, insular and darn right rude members of the community who 
ruthlessly ripped the heart out of any enjoyment he derived from developing 
his games.  James was a pioneer in many ways and produced probably more 
titles in more genres than any other developer.  He was a talented and hard 
working individual and I know I miss him and would have eagerly looked 
forward to Max Shrapnel if it ever were to have come out.


All the best, Ibrahim.

-Original Message- 
From: shaun everiss

Sent: Friday, May 03, 2013 4:54 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations

who cares!
He screwed several people, he's no one now.
Just like every dev that decides to leave will become.
I was never involved in the crazyness that went down on those days so
I can't really comment on what happened, I watched the list email feed.
I never owned or otherwise aquired any of his stuff at all.
while in esp he really did do well.
the new preorders and other things had a major bug and after all
that  the rest was history, his offline life was more than his gaming
life and he was overwritten by it I assume.
Then he went boom.
Sadly taking several with him, now tom has to handle whats left.
Why should we care.
again I was an outsider I know others were closer than I ever was.
he is gone and I hope he doesn't come back!
Now justin of bsc yeah I will miss him and I hope despite of the high
price on that large pack that he does return one day.

At 03:26 PM 5/3/2013, you wrote:
And just out of curiousity what ever happened to james north yes he cut us 
all off as has been said, but i just wondered and now am riddled with 
curiousity.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: "Draconis" 
To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:39 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life at the 
time he turned over Monty to you. I considered him a friend, and hope he 
has managed to get his life together.


I was actually the one who came up with the Arizona Smith name, as a play 
on Indiana Jones. I was always disappointed that you hadn't decided to 
keep using it. I, for one, would love to see the character resurrected. 
LOL


On May 2, 2013, at 10:39 AM, Thomas Ward  wrote:


Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread shaun everiss
I can aggree on that I understand those that don't because people 
would ask all the time.


At 03:27 PM 5/3/2013, you wrote:
well you're not dead you are not unlike bavisoft you at least update 
us and communicate.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: "Draconis" 
To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations




I can empathize. Unfortunately, with this community, you're damned 
if you do, and damned if you don't. While Draconis worked on our 
new game engine, I kept pretty quiet about what we were doing. So 
everyone thought we were dead. A decision I still get flack for 
from time to time. But if you do all or much of your development 
publicly, as you have, people get frustrated with the unpredictable 
nature of the development process. It's very much getting caught 
between a rock and a hard place.


For me, personally, keeping quiet about future plans is the only 
way I can stay sane and focussed on what I need to do, and not get 
distracted by the obnoxious minority.


On May 2, 2013, at 11:20 AM, Thomas Ward  wrote:


Hi Raul,

Lol. I knew someone was going to say that, and I understand your
feelings as well. I know it has been irritating for some folks for me
to stop and start over etc but a lot of the reason for that was
because of testing, experimentation, and fooling around with the
engine rather than a serious attempt to sit down and write the game.
Whatever I do now is is an attempt to write and complete the game
itself not working on the engine. :D

On 5/2/13, Raul A. Gallegos  wrote:

Hi, quite honestly at this point I just want a game from you. I
personally don't care which one it is as long as I get it since I paid
you in 2008 or 2009, I forget which. I'd be fine with either type since
no matter which way it goes, it will be of some kind of adventure. The
only thing I ask is that you stop stopping and starting over. Just get
the game out, .

--
Raul A. Gallegos
I must say I'm glad I know sign language, It's pretty handy. - Sheldon
Cooper
Twitter and Facebook user ID: rau47


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread shaun everiss

who cares!
He screwed several people, he's no one now.
Just like every dev that decides to leave will become.
I was never involved in the crazyness that went down on those days so 
I can't really comment on what happened, I watched the list email feed.

I never owned or otherwise aquired any of his stuff at all.
while in esp he really did do well.
the new preorders and other things had a major bug and after all 
that  the rest was history, his offline life was more than his gaming 
life and he was overwritten by it I assume.

Then he went boom.
Sadly taking several with him, now tom has to handle whats left.
Why should we care.
again I was an outsider I know others were closer than I ever was.
he is gone and I hope he doesn't come back!
Now justin of bsc yeah I will miss him and I hope despite of the high 
price on that large pack that he does return one day.


At 03:26 PM 5/3/2013, you wrote:
And just out of curiousity what ever happened to james north yes he 
cut us all off as has been said, but i just wondered and now am 
riddled with curiousity.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: "Draconis" 
To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:39 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life 
at the time he turned over Monty to you. I considered him a friend, 
and hope he has managed to get his life together.


I was actually the one who came up with the Arizona Smith name, as 
a play on Indiana Jones. I was always disappointed that you hadn't 
decided to keep using it. I, for one, would love to see the 
character resurrected. LOL


On May 2, 2013, at 10:39 AM, Thomas Ward  wrote:


Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
swinging from ropes, etc. Perhaps instead of blue, red, green

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Lisa,

That's a good question. I don't really know what happened to James
North because after I took over Raceway and Montezuma's Revenge we
didn't talk much. All I do know is that he said he was done with the
blind gaming community, and was moving on with his life. Around 2007,
I think it was he took his site down, and I don't think anyone has
heard from him since.

Cheers!


On 5/2/13, Lisa Hayes  wrote:
> And just out of curiousity what ever happened to james north yes he cut us
> all off as has been said, but i just wondered and now am riddled with
> curiousity.
> Lisa Hayes

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Lisa Hayes
well you're not dead you are not unlike bavisoft you at least update us and 
communicate.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Draconis" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations




I can empathize. Unfortunately, with this community, you're damned if you 
do, and damned if you don't. While Draconis worked on our new game engine, 
I kept pretty quiet about what we were doing. So everyone thought we were 
dead. A decision I still get flack for from time to time. But if you do 
all or much of your development publicly, as you have, people get 
frustrated with the unpredictable nature of the development process. It's 
very much getting caught between a rock and a hard place.


For me, personally, keeping quiet about future plans is the only way I can 
stay sane and focussed on what I need to do, and not get distracted by the 
obnoxious minority.


On May 2, 2013, at 11:20 AM, Thomas Ward  wrote:


Hi Raul,

Lol. I knew someone was going to say that, and I understand your
feelings as well. I know it has been irritating for some folks for me
to stop and start over etc but a lot of the reason for that was
because of testing, experimentation, and fooling around with the
engine rather than a serious attempt to sit down and write the game.
Whatever I do now is is an attempt to write and complete the game
itself not working on the engine. :D

On 5/2/13, Raul A. Gallegos  wrote:

Hi, quite honestly at this point I just want a game from you. I
personally don't care which one it is as long as I get it since I paid
you in 2008 or 2009, I forget which. I'd be fine with either type since
no matter which way it goes, it will be of some kind of adventure. The
only thing I ask is that you stop stopping and starting over. Just get
the game out, .

--
Raul A. Gallegos
I must say I'm glad I know sign language, It's pretty handy. - Sheldon
Cooper
Twitter and Facebook user ID: rau47



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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Lisa Hayes
And just out of curiousity what ever happened to james north yes he cut us 
all off as has been said, but i just wondered and now am riddled with 
curiousity.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Draconis" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 1:39 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life at the 
time he turned over Monty to you. I considered him a friend, and hope he 
has managed to get his life together.


I was actually the one who came up with the Arizona Smith name, as a play 
on Indiana Jones. I was always disappointed that you hadn't decided to 
keep using it. I, for one, would love to see the character resurrected. 
LOL


On May 2, 2013, at 10:39 AM, Thomas Ward  wrote:


Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
swinging from ropes, etc. Perhaps instead of blue, red, green, and
white keys I can use something slightly different like gold, silver,
and bronze colored keys. Rather than using Panama Joe I could use
Arizona Smith as James North was going to do. Bottom line, I think I
could create something a lot like the game you purchased, perhaps a
little different, but essentially the same type of game. This would
not only resolve my debt to those customers who preordered it from
Alchemy and USA Games, but it would also free up Tomb Hunter to be
rewritten exactly the way I want to. I think it is a win/win
situation.

Now, I know some of you are probably going to say that this will cause
unnecessary delays, or that I should do whatever I want. Some of you
are just sick and tired of me changing my mind etc. You are right, and
I agree with you for the most part. Although, I think it needs to be
pointed out that the situation is a lot different now than it was back
in 2008.

For o

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread shaun everiss
well I'd like a retro style with it sounding like you were playing an 
atary unit if it were modern  turning it on loading the cart.
when you exited the game, pulling the cart putting it away and 
turning off the unit.
 after shaddowgate I really dig the retro thing ofcause any chippy 
stuff is right up my ally since electronic music is what I like.


At 03:27 AM 5/3/2013, you wrote:

Hi Thomas,
I would welcome a side scrolling type Montezuma's Revenge  game 
named Mysteries of the Ancients.
However, I would like you to keep the voice of Angela Carter, as you 
purchased the voice recordings for that game.
Unless you are saving it for your future Tomb Hunter series, but 
then that game might require more recordings.

Phil


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread shaun everiss

Well you know what I think about it.
I started a long message on the audiogames forum but never sent it.
I will support you but to be honest I would have shelved all of the 
games you got with preorders or just released some crappy thing so 
those that got what they wanted got what they ordered.
The fact is  this game among others has been one of the low and 
volitile types of things in the community.
I am not sure if I would be brave enough to touch it but then I am 
not you you obviously have harder stuff than I do.
I have heard things in addition to  all the drama surrounding the 
game on the forums every time another beta came out  just saying thats all.


At 02:39 AM 5/3/2013, you wrote:

Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
swinging from ropes, etc. Perhaps instead of blue, red, green, and
white keys I can use something slightly different like gold, silver,
and bronze colored keys. Rather than using Panama Joe I could use
Arizona Smith as James North was going to do. Bottom line, I think I
could create something a lot like the game you purchased, perhaps a
little different, but essentially the same type of game. This would
not only resolve my debt to those customers who preordered it from
Alchemy and USA Games, but it would also free up Tomb Hunter to be
rewritten exactly the way I want to. I think it is a win/win
situation.

Now, I know some of you are probably going to say that this will cause
unnecessary delays, or that I should do whatever I want. Some of you
are just sick and tired of me changing my mind etc. You are right, and
I agree with you for the most part. Although, I think it needs to be
pointed out that the situation is a lot different now than it was back
in 2008.

For one thing since 2009 I have been actively developing a game engine
in C++ called Evolution. At this point the engine is both very far
along in development and as been well tested. That means should I
start on the new Mysteries of the Ancients today it shouldn't take me
too long to have a working

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Raul A. Gallegos
Hello Thomas. I confess to being one of the users who thought the betas 
were a way to reach the real deal at the end of those beta cycles. So, 
if my message on this was kind of harsh I apologize in advance. I think 
like Josh, I believe it was, that's the difference between developers 
who don't give any public news of what's going on VS the ones who 
include the community through every step of the way. I agree that you 
are damned if you do and damned if you don't. I guess my thing is that 
after so many incarnations of the game, no matter which engine is used, 
people, including myself want to see a release. I don't think that most 
of us will care which game engine is used or what trouble you had to go 
through to get it done. this is not to say that the challenges you face 
don't matter, and that your personal life isn't important. However I 
think that by writing so many messages on what's going on in the 
development process it sets a level of expectation from many users, who 
end up being disappointed when they see every change which happens in 
that development cycle. Now that you have explained a little more your 
reasons as to why the change is happening again, I think I understand 
and will happily wait for the game release in whatever form it takes. I 
of course cannot dictate how you choose to inform the community on your 
progress, but I would rather not hear of each step of the way and then 
the anticipation can build up. That way it will be more exciting for me 
when it comes out.


I hope this is taken in the positive tone I'm trying to convey.

--
Raul A. Gallegos
Just witnessed an ant crawl under one of my keys. Don't worry, It's 
under CTRL. - Sheldon Cooper

Twitter and Facebook user ID: rau47

On 5/2/2013 8:14 PM, Thomas Ward wrote:

Hi Sarah,

I do understand your frustration, but what you perhaps don't
understand is all those prior releases, MOTA betas 1 through 22, were
not serious releases to begin with. They were developed for the soul
purpose of testing and developing the game engine which was being
worked on in tandem with the demo. Unfortunately, I think you and a
lot of others mistook that for the real deal, and now that I am really
honestly working on the game you see this as just another case of me
changing my mind when I have every intention of writing and completing
the game this time round. I.E. a serious attempt to produce something
you and everyone can enjoy. However, since my word doesn't mean jack
squat to this community after so many test releases I suppose the only
thing I can do is just release it and then people can apologize later
for their harsh words and negative comments.

As to your comment about you can't believe I will work on it every day
until the end of summer you are probably right to a certain point. I
might not work on it necessarily every single day, but I plan to work
on it quite a lot now that I am not ill and I have a lot of free time
on my hands to devote to the game. Something that was not possible
last year when I was in and out of the doctors, visiting family, as
well as this, that, and the  other thing.

Cheers!

On 5/2/13, Sarah Haake  wrote:

Hi Thomas,

honestly, I have to stop myself from screaming out loud when I read one of
these messages from you in which you change your plans  again, and again,
and again... I think you get my drift here.

Just finally finish something, ok?

And honestly, even if you say it would not take long to finish a game now
that your engine is ready, I can't really believe that you indeed will work

on it from now on on every day until the end of the summer. That said, it
certainly will mean delay.

I'm looking forward to the day when you send a release note to the list, or

at least a message which speaks of developement progress and not of another

change of mind.

Best regards
Sarah


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Bryan Peterson
I'll amidt that I too have bee a little frustrated but I've always bee 
willing to wait even though I did preorder.


But thou must!

On 5/2/2013 7:14 PM, Thomas Ward wrote:

Hi Sarah,

I do understand your frustration, but what you perhaps don't
understand is all those prior releases, MOTA betas 1 through 22, were
not serious releases to begin with. They were developed for the soul
purpose of testing and developing the game engine which was being
worked on in tandem with the demo. Unfortunately, I think you and a
lot of others mistook that for the real deal, and now that I am really
honestly working on the game you see this as just another case of me
changing my mind when I have every intention of writing and completing
the game this time round. I.E. a serious attempt to produce something
you and everyone can enjoy. However, since my word doesn't mean jack
squat to this community after so many test releases I suppose the only
thing I can do is just release it and then people can apologize later
for their harsh words and negative comments.

As to your comment about you can't believe I will work on it every day
until the end of summer you are probably right to a certain point. I
might not work on it necessarily every single day, but I plan to work
on it quite a lot now that I am not ill and I have a lot of free time
on my hands to devote to the game. Something that was not possible
last year when I was in and out of the doctors, visiting family, as
well as this, that, and the  other thing.

Cheers!

On 5/2/13, Sarah Haake  wrote:

Hi Thomas,

honestly, I have to stop myself from screaming out loud when I read one of
these messages from you in which you change your plans  again, and again,
and again... I think you get my drift here.

Just finally finish something, ok?

And honestly, even if you say it would not take long to finish a game now
that your engine is ready, I can't really believe that you indeed will work

on it from now on on every day until the end of the summer. That said, it
certainly will mean delay.

I'm looking forward to the day when you send a release note to the list, or

at least a message which speaks of developement progress and not of another

change of mind.

Best regards
Sarah

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Sarah,

I do understand your frustration, but what you perhaps don't
understand is all those prior releases, MOTA betas 1 through 22, were
not serious releases to begin with. They were developed for the soul
purpose of testing and developing the game engine which was being
worked on in tandem with the demo. Unfortunately, I think you and a
lot of others mistook that for the real deal, and now that I am really
honestly working on the game you see this as just another case of me
changing my mind when I have every intention of writing and completing
the game this time round. I.E. a serious attempt to produce something
you and everyone can enjoy. However, since my word doesn't mean jack
squat to this community after so many test releases I suppose the only
thing I can do is just release it and then people can apologize later
for their harsh words and negative comments.

As to your comment about you can't believe I will work on it every day
until the end of summer you are probably right to a certain point. I
might not work on it necessarily every single day, but I plan to work
on it quite a lot now that I am not ill and I have a lot of free time
on my hands to devote to the game. Something that was not possible
last year when I was in and out of the doctors, visiting family, as
well as this, that, and the  other thing.

Cheers!

On 5/2/13, Sarah Haake  wrote:
> Hi Thomas,
>
> honestly, I have to stop myself from screaming out loud when I read one of
> these messages from you in which you change your plans  again, and again,
> and again... I think you get my drift here.
>
> Just finally finish something, ok?
>
> And honestly, even if you say it would not take long to finish a game now
> that your engine is ready, I can't really believe that you indeed will work
>
> on it from now on on every day until the end of the summer. That said, it
> certainly will mean delay.
>
> I'm looking forward to the day when you send a release note to the list, or
>
> at least a message which speaks of developement progress and not of another
>
> change of mind.
>
> Best regards
> Sarah

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Lisa Hayes

I'm with charles on this one.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Friday, May 03, 2013 2:59 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


I'll be interested in it, but, darnit!  I want a finished game rather than 
several partially finished attempts!  Make a decision, and stick to it 
until finished!  Maybe it has something to do with the recent tension on 
the list, maybe not, but that's my current frame of mind on this.  I've 
supported you all along, and will continue to do so, but I do want to get 
completed result in my hands.  I also want that result to be able to be 
played on the machine I was using when the original project was 
undertaken.  I do not want to have to upgrade my machine to new technology 
to play a game that has been worked on for, let's see, how long now?


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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 9:39 AM
Subject: [Audyssey] Mysteries of the Ancients Considerations



Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
swinging from ropes, etc. Perhaps instead of blue, red, green, and
white keys I can use something slightly different like gold, silver,
and bronze colored keys. Rather than using Panama Joe I could use
Arizona Smith as James North was going to do. Bottom line, I think I
could create something a lot like the game you purchased, perhaps a
little different, but essentially the same type of game. This would
not only resolve my debt to those customers who preordered it from
Alchemy and USA Games, but it would also free up Tomb Hunter to be
rewritten exactly the way I want to. I think it is a win/win
situation.

Now, I know some of you are probably going to say that this will cause
unnecessary de

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Charles,

If a game is well designed that shouldn't really matter too much. Even
though a developer might know where every item and monster is in the
game that doesn't necessarily mean achieving those items will be easy
or free of challenges. Most of the classic Atari games were extremely
challenging even though they were pretty much the same from game to
game.

For example, let's look at the original Montezuma's Revenge by Parker
Brothers for the Atari 2600. It didn't change much from game to game
because all the enemies, weapons, and special items were in the same
place from game to game. However, there were two things that made it
challenging and gave it a lot of replay value. First, over time the
enemy skulls, snakes, and spiders would slowly get faster and faster
forcing you to react faster to their movements and attacks. Second,
after level 7 or so you could not kill any of the enemies. You
literally jumped over them or died trying. So combine the speed with
the fact skulls, snakes, and spiders were basically invincible after
level 7 it got to be extremely challenging to keep going passed a
certain point.

To add to that remember that you had to gather up torches to light
certain rooms that were dark. Well, after level 11 the entire level
was blacked out, with no torches, and if you didn't have any torches
left over from a prior level you were basically playing the game
blind. That too added a totally unheard of amount of challenge to the
game above and beyond what was usual for Atari games at the time.

So when you see how that game was designed it doesn't really matter if
the developer knows where everything is or not. He or she has just as
much chance of getting all the jewels, swords, coins, etc as the
people who buy the game. There are no special advantages in a case
like that.

As far as generating random levels I suppose its possible, but not
sure I want to do something like that. While it would certainly make
it more replayible as every game would essentially be different the
problem is it is difficult to debug a game when it is always changing
from game to game. So if there is a bug reported by an end user how
many games would a developer have to play to attempt to reproduce that
bug when it happens completely at random in the first place?

Cheers!


On 5/2/13, Charles Rivard  wrote:
> Speaking of a level editor, if you create a temple, what would be the replay
>
> value for the creator?  You know where everything is before you even play
> it.  A thought:  Could there be something like a computer generated temple?
>
> This might seem like an odd question, but it's just a thought.
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Allan Thompson
Hi Tom,
I aam a fan of both games. I layed Monty on the atari computers they came out 
with in the early eighties and Tomb Raider was still one of my all time 
favorite  sighted games for the PS1.  So I would just say Both, lol.

Both sound intrigueing. I guess which ever one you do it will be good, if final 
conflict shows anything, it's that you can make a great game.

al


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Charles Rivard
Speaking of a level editor, if you create a temple, what would be the replay 
value for the creator?  You know where everything is before you even play 
it.  A thought:  Could there be something like a computer generated temple? 
This might seem like an odd question, but it's just a thought.


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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 12:18 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Michael,

That's the idea. One thing of using a simple arcade type side-scroller
like the original Montezuma's Revenge I can load it up with things
like unlockable trophies, maybe have a high score server,add bonus
rounds etc all which should add replay value to the game. Something
else I might consider down the road is a level editor or something
like that so people could add their own temples to explore.

Cheers!

On 5/2/13, Michael Feir  wrote:

I certainly would be Thomas. You would at last be free of at least
that part of what you origionally took on. Just as long as it feels
right for you and lets you move onto other territory after. Pack it
with as much replay value as you can so that it serves as an
advertisement for your next title. As always, I'll be watching
developments with keen interest.


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Bryan Peterson
I would suggest Idaho Jones. Then it'd be a play both on Indiana Jones 
and a favorite restaurant of mine called Idaho Joe's LOL. I like it when 
devs throw in little bits of humor like that.


But thou must!

On 5/2/2013 11:36 AM, Thomas Ward wrote:

Hi Josh.,

Interesting. I didn't know you came up with the name of Arizona Smith.
I admit it is a decent name, and is kind of like Indiana Jones without
outright using George Lucas's ideas. :D

As far as a Mac port we will see. Right now I don't have a Mac so
don't have the hardware and software to do it. Plus the Evolution
Engine was primarily designed for the Windows platform, and while
their is a cross-platform version for Linux in development it isn't
quite as far along as the Windows engine. As I want to save time I
think I am going to just start with a Windows release, and if I want a
version for Mac or Linux do it later.

Cheers!


On 5/2/13, Draconis  wrote:

Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life at the
time he turned over Monty to you. I considered him a friend, and hope he has
managed to get his life together.

I was actually the one who came up with the Arizona Smith name, as a play on
Indiana Jones. I was always disappointed that you hadn't decided to keep
using it. I, for one, would love to see the character resurrected. LOL

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Sarah Haake

Hi Thomas,

honestly, I have to stop myself from screaming out loud when I read one of 
these messages from you in which you change your plans  again, and again, 
and again... I think you get my drift here.


Just finally finish something, ok?

And honestly, even if you say it would not take long to finish a game now 
that your engine is ready, I can't really believe that you indeed will work 
on it from now on on every day until the end of the summer. That said, it 
certainly will mean delay.


I'm looking forward to the day when you send a release note to the list, or 
at least a message which speaks of developement progress and not of another 
change of mind.


Best regards
Sarah


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Josh.,

Interesting. I didn't know you came up with the name of Arizona Smith.
I admit it is a decent name, and is kind of like Indiana Jones without
outright using George Lucas's ideas. :D

As far as a Mac port we will see. Right now I don't have a Mac so
don't have the hardware and software to do it. Plus the Evolution
Engine was primarily designed for the Windows platform, and while
their is a cross-platform version for Linux in development it isn't
quite as far along as the Windows engine. As I want to save time I
think I am going to just start with a Windows release, and if I want a
version for Mac or Linux do it later.

Cheers!


On 5/2/13, Draconis  wrote:
> Hi Tom,
>
> I say go for it, and make a Mac version as well. LOL.
>
> Sadly, James North cut me, and most everyone else, out of his life at the
> time he turned over Monty to you. I considered him a friend, and hope he has
> managed to get his life together.
>
> I was actually the one who came up with the Arizona Smith name, as a play on
> Indiana Jones. I was always disappointed that you hadn't decided to keep
> using it. I, for one, would love to see the character resurrected. LOL

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Josh,

Exactly. I think a lot of people got frustrated and upset with me
because when I wrote the initial version of Mysteries of the Ancients
it was being used as a sample application for the engine. /At the time
I wasn't seriously involved in developing the game itself and was
testing various things like audio, input, speech, building up the
usable classes for game objects etc. All or most of it was behind the
scenes. Now, that the engine is ready I am getting a lot of flack to
the effect people are tired of several false starts and stops when
those starts and stops had nothing to do with the game itself. They
don't seem to realize those rewrites etc were done because the game
engine was under active development and was evolving, and I played
around with the game some while testing the engine. that's why there
was something like 22 betas when a real project might only have a
couple of betas to work out any bugs before releasing the final
version.

Cheers!


On 5/2/13, Draconis  wrote:
>
> I can empathize. Unfortunately, with this community, you're damned if you
> do, and damned if you don't. While Draconis worked on our new game engine, I
> kept pretty quiet about what we were doing. So everyone thought we were
> dead. A decision I still get flack for from time to time. But if you do all
> or much of your development publicly, as you have, people get frustrated
> with the unpredictable nature of the development process. It's very much
> getting caught between a rock and a hard place.
>
> For me, personally, keeping quiet about future plans is the only way I can
> stay sane and focussed on what I need to do, and not get distracted by the
> obnoxious minority.
>

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Charles Rivard
I think it's all in how you do it.  I hadn't thought you had just left the 
scene because you did let people know that you were still around once in an 
infrequent while.  There were signs of your existence.  How often do we hear 
from David Greenwood?  Do you think he has quit working on games?  Same 
idea.


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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 10:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations




I can empathize. Unfortunately, with this community, you're damned if you 
do, and damned if you don't. While Draconis worked on our new game engine, 
I kept pretty quiet about what we were doing. So everyone thought we were 
dead. A decision I still get flack for from time to time. But if you do 
all or much of your development publicly, as you have, people get 
frustrated with the unpredictable nature of the development process. It's 
very much getting caught between a rock and a hard place.


For me, personally, keeping quiet about future plans is the only way I can 
stay sane and focussed on what I need to do, and not get distracted by the 
obnoxious minority.


On May 2, 2013, at 11:20 AM, Thomas Ward  wrote:


Hi Raul,

Lol. I knew someone was going to say that, and I understand your
feelings as well. I know it has been irritating for some folks for me
to stop and start over etc but a lot of the reason for that was
because of testing, experimentation, and fooling around with the
engine rather than a serious attempt to sit down and write the game.
Whatever I do now is is an attempt to write and complete the game
itself not working on the engine. :D

On 5/2/13, Raul A. Gallegos  wrote:

Hi, quite honestly at this point I just want a game from you. I
personally don't care which one it is as long as I get it since I paid
you in 2008 or 2009, I forget which. I'd be fine with either type since
no matter which way it goes, it will be of some kind of adventure. The
only thing I ask is that you stop stopping and starting over. Just get
the game out, .

--
Raul A. Gallegos
I must say I'm glad I know sign language, It's pretty handy. - Sheldon
Cooper
Twitter and Facebook user ID: rau47



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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Michael,

That's the idea. One thing of using a simple arcade type side-scroller
like the original Montezuma's Revenge I can load it up with things
like unlockable trophies, maybe have a high score server,add bonus
rounds etc all which should add replay value to the game. Something
else I might consider down the road is a level editor or something
like that so people could add their own temples to explore.

Cheers!

On 5/2/13, Michael Feir  wrote:
> I certainly would be Thomas. You would at last be free of at least
> that part of what you origionally took on. Just as long as it feels
> right for you and lets you move onto other territory after. Pack it
> with as much replay value as you can so that it serves as an
> advertisement for your next title. As always, I'll be watching
> developments with keen interest.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Charles,

Smile. We will get their sooner or later. If I go with this new idea
for Mysteries of the Ancients, which I am pretty certain I will, this
will be the final rewrite as I'm sick of messing with it.

As for Windows XP compatibility there is no reason to worry. The
Evolution Engine Links against DirectX 8 and SAPI 5 both of which are
available on XP. Since everything is written in C++ there are no
issues with .NET compatibility and things like that. As far as I know
it should run equally well on XP, Vista, Windows 7, and Windows 8
because the engine has been written to provide the maximum
compatibility possible for Windows users across the board.

Cheers!


On 5/2/13, Charles Rivard  wrote:
> I'll be interested in it, but, darnit!  I want a finished game rather than
> several partially finished attempts!  Make a decision, and stick to it until
>
> finished!  Maybe it has something to do with the recent tension on the list,
>
> maybe not, but that's my current frame of mind on this.  I've supported you
>
> all along, and will continue to do so, but I do want to get completed result
>
> in my hands.  I also want that result to be able to be played on the machine
>
> I was using when the original project was undertaken.  I do not want to have
>
> to upgrade my machine to new technology to play a game that has been worked
>
> on for, let's see, how long now?
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Charles Rivard
This is merely a tease:  You are just now going to get serious at writing 
the game?  Seriously, I know that the game has to be created along with the 
engine and that there must be tons of testing.  There's a heck of a lot more 
to a game than just the game.


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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 10:20 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



Hi Raul,

Lol. I knew someone was going to say that, and I understand your
feelings as well. I know it has been irritating for some folks for me
to stop and start over etc but a lot of the reason for that was
because of testing, experimentation, and fooling around with the
engine rather than a serious attempt to sit down and write the game.
Whatever I do now is is an attempt to write and complete the game
itself not working on the engine. :D

On 5/2/13, Raul A. Gallegos  wrote:

Hi, quite honestly at this point I just want a game from you. I
personally don't care which one it is as long as I get it since I paid
you in 2008 or 2009, I forget which. I'd be fine with either type since
no matter which way it goes, it will be of some kind of adventure. The
only thing I ask is that you stop stopping and starting over. Just get
the game out, .

--
Raul A. Gallegos
I must say I'm glad I know sign language, It's pretty handy. - Sheldon
Cooper
Twitter and Facebook user ID: rau47



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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Charles Rivard
I'll be interested in it, but, darnit!  I want a finished game rather than 
several partially finished attempts!  Make a decision, and stick to it until 
finished!  Maybe it has something to do with the recent tension on the list, 
maybe not, but that's my current frame of mind on this.  I've supported you 
all along, and will continue to do so, but I do want to get completed result 
in my hands.  I also want that result to be able to be played on the machine 
I was using when the original project was undertaken.  I do not want to have 
to upgrade my machine to new technology to play a game that has been worked 
on for, let's see, how long now?


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

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 9:39 AM
Subject: [Audyssey] Mysteries of the Ancients Considerations



Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
swinging from ropes, etc. Perhaps instead of blue, red, green, and
white keys I can use something slightly different like gold, silver,
and bronze colored keys. Rather than using Panama Joe I could use
Arizona Smith as James North was going to do. Bottom line, I think I
could create something a lot like the game you purchased, perhaps a
little different, but essentially the same type of game. This would
not only resolve my debt to those customers who preordered it from
Alchemy and USA Games, but it would also free up Tomb Hunter to be
rewritten exactly the way I want to. I think it is a win/win
situation.

Now, I know some of you are probably going to say that this will cause
unnecessary delays, or that I should do whatever I want. Some of you
are just sick and tired of me changing my mind etc. You are right, and
I agree with you for the most part. Although, I think it needs to be
pointed out that the situation is a lot different now than it was back
in 2008.

For one thing since 2009 I have been actively developing a game engine
in C++ called Evolution. At thi

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Bryan Peterson

How about Idaho Jones? LOL.

But thou must!

On 5/2/2013 9:35 AM, Thomas Ward wrote:

Hi Phil,

Angela Carter is being reserved for my Tomb Hunter series of games.
Mysteries of the Ancients will likely be just a stand alone treasure
hunting adventure with its own back story and main character. In fact,
I am thinking of an Indiana Jones type character much like the
original game. Not sure what I am going to name him just yet, but I
definitely want a man rather than a woman for this game. One possible
name is Arizona Smith, which James North was going to use, but I'm not
too concerned about settling on a name at this time.

Cheers!


On 5/2/13, Phil Vlasak  wrote:

Hi Thomas,
I would welcome a side scrolling type Montezuma's Revenge  game named
Mysteries of the Ancients.
  However, I would like you to keep the voice of Angela Carter, as you
purchased the voice recordings for that game.
Unless you are saving it for your future Tomb Hunter series, but then that
game might require more recordings.
  Phil

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Michael Feir
I certainly would be Thomas. You would at last be free of at least
that part of what you origionally took on. Just as long as it feels
right for you and lets you move onto other territory after. Pack it
with as much replay value as you can so that it serves as an
advertisement for your next title. As always, I'll be watching
developments with keen interest.

On 5/2/13, Draconis  wrote:
> Hi Tom,
>
> I say go for it, and make a Mac version as well. LOL.
>
> Sadly, James North cut me, and most everyone else, out of his life at the
> time he turned over Monty to you. I considered him a friend, and hope he has
> managed to get his life together.
>
> I was actually the one who came up with the Arizona Smith name, as a play on
> Indiana Jones. I was always disappointed that you hadn't decided to keep
> using it. I, for one, would love to see the character resurrected. LOL
>
> On May 2, 2013, at 10:39 AM, Thomas Ward  wrote:
>
>> Hello everyone,
>>
>> As many of you know back in 2008 when I was literally almost ready to
>> release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
>> desist letter from someone purported to represent Utopia who now owns
>> the rights to both of those games. At the time I was extremely
>> concerned about a lawsuit so immediately complied with the cease and
>> desist order, and quit production of the game. However, for many
>> reasons that decision has never set well with me, and I have felt like
>> I should do something to make that situation right.
>>
>> For one thing If I personally hadn't taken money for the game I would
>> have felt no obligation to the blind gaming community, and could have
>> wrote it off as a bad deal with James North. However, as it was I had
>> just taken some preorders over the months of December and January and
>> spent some of that money on a new laptop and a few other items so
>> wasn't in a position to offer refunds. The best I could do was offer
>> the community a new game instead.
>>
>> The other reason was I was also quite disappointed myself. I had grown
>> up in the 80's and had played the original Montezuma's Revenge on my
>> Atari 2600 and was a fan of the game and obviously my own remake of
>> it. So was just as disappointed as anyone else not to see it finished
>> and released.
>>
>> As it so happens this recent situation with Blindsoftware.com has made
>> me look back on my own actions, and I realize I completely handled
>> that situation all wrong. Instead of trying to negotiate with Utopia
>> or to simply make changes in the game to comply with copyright law I
>> simply took the game off my site, stopped development, and deleted the
>> source. While that decision was understandable I think there is a much
>> better way to handle it, and here is what I propose.
>>
>> To begin with I think a lot of you know I was never completely happy
>> with Mysteries of the Ancients. The primary reason had to do with the
>> fact I was in visioning making it a game like Tomb Raider using an FPS
>> type format, 3d levels, 3d audio, and so on. Unfortunately, when
>> polled many of the customers who purchased Montezuma's Revenge still
>> wanted a 2d side-scroller, and so I attempted to comply with their
>> wishes by keeping some of the same elements in the game such as
>> vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
>> game was alright, but I was never happy with it because I was trying
>> to do two very different things at the same time. That is to say write
>> a game like Tomb Raider, but make it like Montezuma's Revenge too. As
>> a result I personally found it very dissatisfying both as a developer
>> and a gamer.
>>
>> However, now that I have had some time to calm down, relax, and look
>> at this situation more clearly I think the solution to the problem is
>> very obvious. What I would like to do is recreate Montezuma's Revenge,
>> at least a game very like it, and call it Mysteries of the Ancients.
>> It would have some of the same basic game elements like fighting or
>> fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
>> swinging from ropes, etc. Perhaps instead of blue, red, green, and
>> white keys I can use something slightly different like gold, silver,
>> and bronze colored keys. Rather than using Panama Joe I could use
>> Arizona Smith as James North was going to do. Bottom line, I think I
>> could create something a lot like the game you purchased, perhaps a
>> little different, but essentially the same type of game. This would
>> not only resolve my debt to those customers who preordered it from
>> Alchemy and USA Games, but it would also free up Tomb Hunter to be
>> rewritten exactly the way I want to. I think it is a win/win
>> situation.
>>
>> Now, I know some of you are probably going to say that this will cause
>> unnecessary delays, or that I should do whatever I want. Some of you
>> are just sick and tired of me changing my mind etc. You are right, and
>> I agree with you for th

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Draconis

I can empathize. Unfortunately, with this community, you're damned if you do, 
and damned if you don't. While Draconis worked on our new game engine, I kept 
pretty quiet about what we were doing. So everyone thought we were dead. A 
decision I still get flack for from time to time. But if you do all or much of 
your development publicly, as you have, people get frustrated with the 
unpredictable nature of the development process. It's very much getting caught 
between a rock and a hard place.

For me, personally, keeping quiet about future plans is the only way I can stay 
sane and focussed on what I need to do, and not get distracted by the obnoxious 
minority.

On May 2, 2013, at 11:20 AM, Thomas Ward  wrote:

> Hi Raul,
> 
> Lol. I knew someone was going to say that, and I understand your
> feelings as well. I know it has been irritating for some folks for me
> to stop and start over etc but a lot of the reason for that was
> because of testing, experimentation, and fooling around with the
> engine rather than a serious attempt to sit down and write the game.
> Whatever I do now is is an attempt to write and complete the game
> itself not working on the engine. :D
> 
> On 5/2/13, Raul A. Gallegos  wrote:
>> Hi, quite honestly at this point I just want a game from you. I
>> personally don't care which one it is as long as I get it since I paid
>> you in 2008 or 2009, I forget which. I'd be fine with either type since
>> no matter which way it goes, it will be of some kind of adventure. The
>> only thing I ask is that you stop stopping and starting over. Just get
>> the game out, .
>> 
>> --
>> Raul A. Gallegos
>> I must say I'm glad I know sign language, It's pretty handy. - Sheldon
>> Cooper
>> Twitter and Facebook user ID: rau47
>> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Draconis
Hi Tom,

I say go for it, and make a Mac version as well. LOL.

Sadly, James North cut me, and most everyone else, out of his life at the time 
he turned over Monty to you. I considered him a friend, and hope he has managed 
to get his life together.

I was actually the one who came up with the Arizona Smith name, as a play on 
Indiana Jones. I was always disappointed that you hadn't decided to keep using 
it. I, for one, would love to see the character resurrected. LOL

On May 2, 2013, at 10:39 AM, Thomas Ward  wrote:

> Hello everyone,
> 
> As many of you know back in 2008 when I was literally almost ready to
> release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
> desist letter from someone purported to represent Utopia who now owns
> the rights to both of those games. At the time I was extremely
> concerned about a lawsuit so immediately complied with the cease and
> desist order, and quit production of the game. However, for many
> reasons that decision has never set well with me, and I have felt like
> I should do something to make that situation right.
> 
> For one thing If I personally hadn't taken money for the game I would
> have felt no obligation to the blind gaming community, and could have
> wrote it off as a bad deal with James North. However, as it was I had
> just taken some preorders over the months of December and January and
> spent some of that money on a new laptop and a few other items so
> wasn't in a position to offer refunds. The best I could do was offer
> the community a new game instead.
> 
> The other reason was I was also quite disappointed myself. I had grown
> up in the 80's and had played the original Montezuma's Revenge on my
> Atari 2600 and was a fan of the game and obviously my own remake of
> it. So was just as disappointed as anyone else not to see it finished
> and released.
> 
> As it so happens this recent situation with Blindsoftware.com has made
> me look back on my own actions, and I realize I completely handled
> that situation all wrong. Instead of trying to negotiate with Utopia
> or to simply make changes in the game to comply with copyright law I
> simply took the game off my site, stopped development, and deleted the
> source. While that decision was understandable I think there is a much
> better way to handle it, and here is what I propose.
> 
> To begin with I think a lot of you know I was never completely happy
> with Mysteries of the Ancients. The primary reason had to do with the
> fact I was in visioning making it a game like Tomb Raider using an FPS
> type format, 3d levels, 3d audio, and so on. Unfortunately, when
> polled many of the customers who purchased Montezuma's Revenge still
> wanted a 2d side-scroller, and so I attempted to comply with their
> wishes by keeping some of the same elements in the game such as
> vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
> game was alright, but I was never happy with it because I was trying
> to do two very different things at the same time. That is to say write
> a game like Tomb Raider, but make it like Montezuma's Revenge too. As
> a result I personally found it very dissatisfying both as a developer
> and a gamer.
> 
> However, now that I have had some time to calm down, relax, and look
> at this situation more clearly I think the solution to the problem is
> very obvious. What I would like to do is recreate Montezuma's Revenge,
> at least a game very like it, and call it Mysteries of the Ancients.
> It would have some of the same basic game elements like fighting or
> fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
> swinging from ropes, etc. Perhaps instead of blue, red, green, and
> white keys I can use something slightly different like gold, silver,
> and bronze colored keys. Rather than using Panama Joe I could use
> Arizona Smith as James North was going to do. Bottom line, I think I
> could create something a lot like the game you purchased, perhaps a
> little different, but essentially the same type of game. This would
> not only resolve my debt to those customers who preordered it from
> Alchemy and USA Games, but it would also free up Tomb Hunter to be
> rewritten exactly the way I want to. I think it is a win/win
> situation.
> 
> Now, I know some of you are probably going to say that this will cause
> unnecessary delays, or that I should do whatever I want. Some of you
> are just sick and tired of me changing my mind etc. You are right, and
> I agree with you for the most part. Although, I think it needs to be
> pointed out that the situation is a lot different now than it was back
> in 2008.
> 
> For one thing since 2009 I have been actively developing a game engine
> in C++ called Evolution. At this point the engine is both very far
> along in development and as been well tested. That means should I
> start on the new Mysteries of the Ancients today it shouldn't take me
> too long to have a working beta of the game. Probabl

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Greg Steel

Hey Tom I would be stoaked about it.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 02, 2013 7:39 AM
Subject: [Audyssey] Mysteries of the Ancients Considerations



Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
swinging from ropes, etc. Perhaps instead of blue, red, green, and
white keys I can use something slightly different like gold, silver,
and bronze colored keys. Rather than using Panama Joe I could use
Arizona Smith as James North was going to do. Bottom line, I think I
could create something a lot like the game you purchased, perhaps a
little different, but essentially the same type of game. This would
not only resolve my debt to those customers who preordered it from
Alchemy and USA Games, but it would also free up Tomb Hunter to be
rewritten exactly the way I want to. I think it is a win/win
situation.

Now, I know some of you are probably going to say that this will cause
unnecessary delays, or that I should do whatever I want. Some of you
are just sick and tired of me changing my mind etc. You are right, and
I agree with you for the most part. Although, I think it needs to be
pointed out that the situation is a lot different now than it was back
in 2008.

For one thing since 2009 I have been actively developing a game engine
in C++ called Evolution. At this point the engine is both very far
along in development and as been well tested. That means should I
start on the new Mysteries of the Ancients today it shouldn't take me
too long to have a working beta of the game. Probably by the end of
summer if I work on it every day. So any worries about this taking
years and years to finish isn't going to be the case. :D

Another thing is back in 2008 when I was discouraged by Utopia to
continue development of Montezuma's Revenge I didn't know anything
about copyright law. However, I've done a lot of research, studying,
and educated myself on my rights as a U.S. citizen and developer. As a
result I know exactly how to develop the ga

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Phil,

Angela Carter is being reserved for my Tomb Hunter series of games.
Mysteries of the Ancients will likely be just a stand alone treasure
hunting adventure with its own back story and main character. In fact,
I am thinking of an Indiana Jones type character much like the
original game. Not sure what I am going to name him just yet, but I
definitely want a man rather than a woman for this game. One possible
name is Arizona Smith, which James North was going to use, but I'm not
too concerned about settling on a name at this time.

Cheers!


On 5/2/13, Phil Vlasak  wrote:
> Hi Thomas,
> I would welcome a side scrolling type Montezuma's Revenge  game named
> Mysteries of the Ancients.
>  However, I would like you to keep the voice of Angela Carter, as you
> purchased the voice recordings for that game.
> Unless you are saving it for your future Tomb Hunter series, but then that
> game might require more recordings.
>  Phil

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Phil Vlasak

Hi Thomas,
I would welcome a side scrolling type Montezuma's Revenge  game named 
Mysteries of the Ancients.
However, I would like you to keep the voice of Angela Carter, as you 
purchased the voice recordings for that game.
Unless you are saving it for your future Tomb Hunter series, but then that 
game might require more recordings.

Phil


---
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Thomas Ward
Hi Raul,

Lol. I knew someone was going to say that, and I understand your
feelings as well. I know it has been irritating for some folks for me
to stop and start over etc but a lot of the reason for that was
because of testing, experimentation, and fooling around with the
engine rather than a serious attempt to sit down and write the game.
Whatever I do now is is an attempt to write and complete the game
itself not working on the engine. :D

On 5/2/13, Raul A. Gallegos  wrote:
> Hi, quite honestly at this point I just want a game from you. I
> personally don't care which one it is as long as I get it since I paid
> you in 2008 or 2009, I forget which. I'd be fine with either type since
> no matter which way it goes, it will be of some kind of adventure. The
> only thing I ask is that you stop stopping and starting over. Just get
> the game out, .
>
> --
> Raul A. Gallegos
> I must say I'm glad I know sign language, It's pretty handy. - Sheldon
> Cooper
> Twitter and Facebook user ID: rau47
>

---
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-02 Thread Raul A. Gallegos
Hi, quite honestly at this point I just want a game from you. I 
personally don't care which one it is as long as I get it since I paid 
you in 2008 or 2009, I forget which. I'd be fine with either type since 
no matter which way it goes, it will be of some kind of adventure. The 
only thing I ask is that you stop stopping and starting over. Just get 
the game out, .


--
Raul A. Gallegos
I must say I'm glad I know sign language, It's pretty handy. - Sheldon 
Cooper

Twitter and Facebook user ID: rau47

On 5/2/2013 9:39 AM, Thomas Ward wrote:

Hello everyone,

As many of you know back in 2008 when I was literally almost ready to
release Montezuma's Revenge AKA Montezuma's Return I got a cease  and
desist letter from someone purported to represent Utopia who now owns
the rights to both of those games. At the time I was extremely
concerned about a lawsuit so immediately complied with the cease and
desist order, and quit production of the game. However, for many
reasons that decision has never set well with me, and I have felt like
I should do something to make that situation right.

For one thing If I personally hadn't taken money for the game I would
have felt no obligation to the blind gaming community, and could have
wrote it off as a bad deal with James North. However, as it was I had
just taken some preorders over the months of December and January and
spent some of that money on a new laptop and a few other items so
wasn't in a position to offer refunds. The best I could do was offer
the community a new game instead.

The other reason was I was also quite disappointed myself. I had grown
up in the 80's and had played the original Montezuma's Revenge on my
Atari 2600 and was a fan of the game and obviously my own remake of
it. So was just as disappointed as anyone else not to see it finished
and released.

As it so happens this recent situation with Blindsoftware.com has made
me look back on my own actions, and I realize I completely handled
that situation all wrong. Instead of trying to negotiate with Utopia
or to simply make changes in the game to comply with copyright law I
simply took the game off my site, stopped development, and deleted the
source. While that decision was understandable I think there is a much
better way to handle it, and here is what I propose.

To begin with I think a lot of you know I was never completely happy
with Mysteries of the Ancients. The primary reason had to do with the
fact I was in visioning making it a game like Tomb Raider using an FPS
type format, 3d levels, 3d audio, and so on. Unfortunately, when
polled many of the customers who purchased Montezuma's Revenge still
wanted a 2d side-scroller, and so I attempted to comply with their
wishes by keeping some of the same elements in the game such as
vanishing platforms, gems, gold coins, ancient scrolls, whatever. The
game was alright, but I was never happy with it because I was trying
to do two very different things at the same time. That is to say write
a game like Tomb Raider, but make it like Montezuma's Revenge too. As
a result I personally found it very dissatisfying both as a developer
and a gamer.

However, now that I have had some time to calm down, relax, and look
at this situation more clearly I think the solution to the problem is
very obvious. What I would like to do is recreate Montezuma's Revenge,
at least a game very like it, and call it Mysteries of the Ancients.
It would have some of the same basic game elements like fighting or
fleeing skulls, spiders, and snakes, jumping onto vanishing platforms,
swinging from ropes, etc. Perhaps instead of blue, red, green, and
white keys I can use something slightly different like gold, silver,
and bronze colored keys. Rather than using Panama Joe I could use
Arizona Smith as James North was going to do. Bottom line, I think I
could create something a lot like the game you purchased, perhaps a
little different, but essentially the same type of game. This would
not only resolve my debt to those customers who preordered it from
Alchemy and USA Games, but it would also free up Tomb Hunter to be
rewritten exactly the way I want to. I think it is a win/win
situation.

Now, I know some of you are probably going to say that this will cause
unnecessary delays, or that I should do whatever I want. Some of you
are just sick and tired of me changing my mind etc. You are right, and
I agree with you for the most part. Although, I think it needs to be
pointed out that the situation is a lot different now than it was back
in 2008.

For one thing since 2009 I have been actively developing a game engine
in C++ called Evolution. At this point the engine is both very far
along in development and as been well tested. That means should I
start on the new Mysteries of the Ancients today it shouldn't take me
too long to have a working beta of the game. Probably by the end of
summer if I work on it every day. So any worries about this taking
years and years to finish isn't going to be t