Thanks John.  Yeah I didn't really push Preludamals very much, because as a 
puzzle game I knew it would have a smaller audience than say, something where 
you run around and shoot stuff.  For me though, this type of game is tons of 
fun, and I enjoy working my way through the puzzles.  I'm glad to see some 
renewed interest, and new people enjoying the game.
Preludamals is actually a prequel game to Lunamals.  The style of game is so 
different that you wouldn't normally consider it to be part of the same series, 
but I have a habit of doing that with my connected games.  Daytona, Castaways, 
Paw prints, and Castaways 2 are all extremely different (well C1 and C2 are not 
terribly far off from one another), but all take place in the same universe.  
I've never been a fan of making sequel games that are too much like the 
original, because it then takes something away from that original.  I want to 
give a whole new experience instead of rehashing what people had already played.
On the topic of graphics to included sighted players, I do agree with what has 
been said so far.  As John said, many developers are using tools that do not 
allow for graphics, but also there are some who just choose not to do it.  I am 
a big supporter of including primitive graphics, at the very least, in all of 
my titles... with the exception of Obsessive Compulsive, because it was written 
in BGT.  Even if the only people you are helping end up being low-vision 
players, I believe having those high contrast graphics helps them use what they 
have.  If you can hear in stereo you want the games to be in stereo, and if you 
have even some faint vision, you want to be able to use it.  Maybe more 
developers will start going that route.  I know Rocky (relatively new on the 
development scene) has been putting a lot of work into primitive graphics for 
his projects, and I encourage him to keep it up!

- Aprone

   
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