Hi Dark, There are a lot of games--though none in the AG community--that have done a better job of incorporating RPG and side scroller than I plan to. While I plan to have stats at some point, I hadn't planned on a fully-fledged experience system and the like. As I said, though, that's further down on the list of things to do, however it pans out. I completely agree with you about having a single-player option, and I plan to have that in the game. However, the mechanics of single player versus multi-player overlap quite a lot, and it will be easier for me to design the full system and just make single player a component of that. For example, you could make a single player walk very easily. If the player presses right arrow, make him walk to the right. This is just fine in a single player game because it doesn't send data to the server. For a multiplayer game, though, you would want something a bit different. In that instance, you would create a false player for each of the other people playing the game, and have those false players act on a more perfunctory set of commands. Instead of saying player 2 took a step, player 2 took another step, player 2 took a third step, you would say player 2 started moving, and when he stopped, send a command that said player 2 stopped moving. If I build the player so that he acts like he's a multiplayer from the beginning, I won't have to rebuild him when I actually get to the multiplayer portion of the game. All of that will be done already. It's much easier to convert from multiplayer to single player than it is to go from single player to multiplayer. With regard to attack mechanics, I don't want to give too much away, but suffice it to say that there will be actual attacks that you can block, duck, jump over, etc. I want enemies to have a lot more personality than they thus far have in audio games. Think about the robots in MegaMan X that threw their shield at you, then reeled it back in with a chain. In audio, you might represent that with a traveling whoosh, followed by the sound of the shield scraping back toward them across the ground. Though that particular example will likely not be in the game, there will be things with that and greater levels of complexity. The original game calls for sword strokes, arrows, and various magic spells. The sword itself has a number of attacks at its disposal, and I intend to update those for the side scrolling genre. Other than that, I don't know yet. I'm not sure what you're asking about in terms of architecture. Aside from run, jump, climb, fall, fight, what are you wondering? Thanks for the offer of voice acting. I may take you up on that when I switch from placeholder to the real thing. Best, Ryan
-----Original Message----- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: Tuesday, September 18, 2012 6:37 AM To: Gamers Discussion list Subject: Re: [Audyssey] What the sparcle? Hi Ryan. Side scroller meets rpg? two of my favourite things together, sounds awsome! indeed, I've always been sorry I couldn't play such games graphically. I do however have a couple of questions. While I understand the need to build the game as a four player game to begin with, it would be nice to have a single player option, either for getting used to the game, or just when nobody else is online, perhaps either by having some computer controled opponents, or indeed none at all. As regards stats, I'm quite content to wait and see what can be added there, though either way I'm fascinated by the concept, particularly the use of analogue jumping and full 2D mechanics. How exactly were you planning to simulate enemy attacks? thus far in audio, the side scrollers we've had haven't really allwed for the possibility of dodging or blocking enemy attacks, sinse enemies attack as soon as your close, meaning that it's all about fast reactions. Are you however planning to follow Michael's initial idea by having enemy attacks with sonic clues of their own that the player must respond to, in addition to the sound of the enemy's position? Did you have any plans on adding weapons to vary the fights? not necessarily statistically, but in terms of attack speed and damage? If your on the architecture of the game at the moment, i'd be interested to know how that is working or what plans you have, sinse this is sounding like a very unique game indeed! Oh, and btw, I'll be glad to provide voice acting when you get to that stage too. All the best, dArk. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.