Hi Shaun,
Well, that idea might work for some games, but not others. What I mean
by that depending on how the game is designed it might not be able to
be broken up into modules or separate components like that.
For example, take the game Shades of Doom. You couldn't break that
game up into
true my idea was to have a game which would cost a small ammount, the
next section would cost the same.
each section say an adventure would end on a cliff hanger of sorts or
something, so you would buy it in bits.
my thought was that every piece you had would load the next so once
you have
just putting in something i forgot.
a lot of games in mainstream you pay for have free or payed for
downloadable content.
in some cases the game iteself is free but extra stuff would be payed for.
At 06:58 AM 4/20/2013, you wrote:
Hi Shaun,
Well, that idea might work for some games, but not
Hi tom.
shades is indeed a good example, indeed from my perspective of mostly
playing low vision accessible mainstream games like megaman, turrican etc,
had shades not been of a comparable design standard I'd not likely have
played too many more. I in fact found! the page of games to play
Hi Dark,
I know exactly where you are coming from. I first came to Audyssey
after being referred by a blind friend, and it just so happens one of
the first games I tried was Lone Wolf which was a fairly advanced game
for audio games at the time. Shades of Doom came out about a year
later and it
: Wednesday, April 17, 2013 11:44 PM
Subject: Re: [Audyssey] Quality verses quantity of games.
Hi Dark,
I know exactly where you are coming from. I first came to Audyssey
after being referred by a blind friend, and it just so happens one of
the first games I tried was Lone Wolf which was a fairly
Hi tom.
well I wasn't in the same position as yourself in wanting the latest and
best thing, since for years I'd always had my choices been limited, indeed
for me playing games like Sryth and legend of the green dragon in text
(which i did long before I discovered audio games), was largely my
Hi Thomas,
True Phil did not need to learn to program in VB6 to use David's game engine,
but when the games are compiled they need all of the VB6 dependances, thus I
would say that they are games written in VB6.
Have a good one.
BFN
Jim
I am using BASIC, because I don't want to be
Hi Jim,
Well, I'll grant you that one. Weather developed through the GMA
Engine or written in Visual Basic 6 the dependencies are the same so
it really comes down to the same thing in the end.
Cheers!
On 4/17/13, Jim Kitchen j...@kitchensinc.net wrote:
Hi Thomas,
True Phil did not need to
Hi Dark,
Sure. I think it is the additional complexity and exploration aspect I
was looking for as well. Chess, Uno, Hearts, Battleship, etc are good
games in and of themselves, but it didn't provide me with the
exploration and treasure hunting experience something like Tomb Raider
provided.
Well I'd be happy to pay a lot for a large game, one idea I had,
instead of paying say 100 bucks for a game have the game selling for
20-30 bucks maybe even 15 bucks.
Don't develop the full game, just do it in bits, you buy 1 bit, and
slowly buy more and more launching bits as you go.
Or you
Hi Thomas,
Yeah, I have two starter .frm files. One has DirectX keyboard and joystick
input and the other has just VB6 keyboard input. VB6 keyboard input is all
that is needed in games like Press Your Luck. But both .frm files have many
functions that I use in all games such as say, play,
Hi tom.
I fully recognize the need for practice games too, but often I have! found
people particularly on the audiogames.net forum posting what I would myself
considder practice games as fully finished projects, hence why we introduced
the database guidelines which have at least a basic
Hi Bryan.
simplicity of a basic game idea combined with the good design aspects was
often what made those old atari 2600 games so engaging. One great example of
this in audio are the games created by Lworks, the arcade titles such as
Great toy robbery, lockpick and original egghunt. Another
Hi Dark,
Yes, simplicity and a good over all game design was really one of the
factors that made some of those classic Atari games classics. Its easy
to see which games were well thought out, designed well, as they have
stood the test of time. Games like Pac-Man, Donkey Kong, Centipede,
and
Hi Jim,
Besides you and Aprone I don't really know anyone who uses visual
Basic 6 since it is 14 or 15 years old, and isn't really up to spec
for newer 64-bit versions of Windows etc. However, I could see someone
converting that code to Visual Basic .NET 2010 which would be far more
up to date,
Hi Tom.
I can't speak about original monti, as until i saw your version and played
that old retro remakes one with the original graphics I never played the
original, however I am very familiar with mega man and turrican as you know.
original Turrican 2 was the game that really! stands out
-
From: Thomas Ward
Sent: Tuesday, April 16, 2013 9:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quality verses quantity of games.
Hi Dark,
Yes, ultimately it is the design that counts the most. I haven't
played any of the Turrican games myself, but the fact that it is still
going
Hi Dark,
Yes, ultimately it is the design that counts the most. I haven't
played any of the Turrican games myself, but the fact that it is still
going strong, has a following after all these years, proves the design
is one that was good. The early Prince of Persia games are another
example of a
Hi Tom.
One crytical aspect i have noticed with games such as prince of persia,
Turrican, mega man etc is replay value, and I don't just mean in terms of
how much content a game has.
There are several games that i have played and replayed many times, yet
still find myself returning to them
aggreed jim kitchens games and gma's games while being 2 of the
oldest companies in the industry even with their games being as they
are still appeal to me as a player.
last crusade with its limited randomized number generation is just
enough to keep me playing from time to time even legacy is
well I firmly think that once win8 is used by more blind and the
kinks are ironed out or even if 9 is the system or even 10 that touch
will eventually need to become part of the blind gaming industry as a whole.
its the next logical step and while the standard devices are ok its
probably where
Hi Thomas,
Besides me and Aprone, I thought that David Greenwood's games also were written
in VB6. Which would also mean that Phil's games that use his engine were also.
And I also thought that Ken was still writing in VB6. But for awhile now,
anyone that has asked, I have recommended that
Hi Jim,
Yes, you are right. David Greenwood does still use VB 6. Although Phil
used the GMA engine to write Pac-Man Talks and Sarah those games
wasn't written directly in VB 6 but used the GMA Engine to create the
games which means he didn't really use VB 6 directly. It just happened
to be the
Hi Dark,
I know exactly what you mean. It isn't so easy to quantify that
special something that makes you come back to a game again and again
no matter how many times you played it, but you sure know it when you
encounter it. I think it is hard to get that quality of game, because
its not an
I will add however, that even in small games, quality can vary.
Take the BG games for instance. These do not seem to take Ian humphries long
to write, yet seem to have lots of features, even and above commercial
varients. For example low vision workable graphics, different skill levels
of the
Hello Lisa,
Well, that is why I am personally taking so long on my current game
projects. If it weren't for illness etc I would probably have been
done a lot sooner, but I've been trying to produce the best game with
the highest quality which takes time and work. I personally hold the
GMA games
Hi Dark,
Absolutely. The Spoonbill games are a great example of simple with
quality. I have a lot of Ian's games and they are better than the ones
that come with Windows 7 which is saying something about how a
developer can develop quick and simple games with a high degree of
quality. However, I
Hi tom.
Both facts are true, indeed I'd put several of Ian's games over commercial
examples such as those by azabat and american printing house for quality
simply because they are so well designed for what they are.
In terms of new programmers that also makes sense and is why in fact on
: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 15, 2013 3:24 PM
Subject: Re: [Audyssey] Quality verses quantity of games.
Hi tom.
Both facts are true, indeed I'd put several of Ian's games over commercial
examples such as those by azabat and american
Hi Dark,
Oh, definitely. A pore design is a pore design no matter how many
great programmers are there to write the game. In the case of the
newbie programmers writing games in BGT its a case of pore design and
lack of experience combined I think.
I'll use Shooting Range as a simple example
simplicity of
the original games while keeping them as engaging as possible. games
But thou must!
-Original Message-
From: Thomas Ward
Sent: Monday, April 15, 2013 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quality verses quantity of games.
Hi Dark,
Oh, definitely. A pore
gamers@audyssey.org
Sent: Tuesday, April 16, 2013 12:03 AM
Subject: Re: [Audyssey] Quality verses quantity of games.
Hello Lisa,
Well, that is why I am personally taking so long on my current game
projects. If it weren't for illness etc I would probably have been
done a lot sooner, but I've been
33A.D.
- Original Message -
From: Charles Rivard
To: Gamers Discussion list
Sent: Sunday, April 14, 2013 1:49 PM
Subject: Re: [Audyssey] Quality verses quantity of games.
I'll take quality of games over number of games any year of the century!
Then again, there are times when I
HI thomas and all, I've changed the subject line because i'm taking from a
message that thomas sent another angle on the format of the mag thread. We've
recently been talking about bavisoft and how they're not doing what they should
in responding to people ande all they are in my view making
Hi Lisa,
Agreed. Although, the basic point of the message you are referring to
was that a game developer could develop many simple games be it
Blackjack, Uno, Space Invaders, whatever or devote that time and
effort towards another game like GMA Tank Commander or Shades of Doom.
Although, some
Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 14, 2013 12:09 PM
Subject: Re: [Audyssey] Quality verses quantity of games.
Hi Lisa,
Agreed. Although, the basic point of the message you are referring to
was that a game
1:49 PM
Subject: Re: [Audyssey] Quality verses quantity of games.
I'll take quality of games over number of games any year of the century!
Then again, there are times when I want a quick fun game of blackjack or a
slot machine game to kill time before a meeting or before or after
Hi Charles,
True. Although, once again time is a factor. In order to produce a
high quality Blackjack game it would take far less time than say a
high quality FPS game like Shades of Doom. So I think it would be
possible to write several small high quality games like Blackjack,
Uno, or Poker, but
@audyssey.org
Sent: Monday, April 15, 2013 3:09 AM
Subject: Re: [Audyssey] Quality verses quantity of games.
Hi Lisa,
Agreed. Although, the basic point of the message you are referring to
was that a game developer could develop many simple games be it
Blackjack, Uno, Space Invaders, whatever or devote
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