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000136_amos-request@svcs1.digex.net_Sun Oct 12 16:17:38 1997.msg
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1997-11-02
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From: "Garfield Benjamin" <gbenjam@sosbbs.com>
To: "AMOS MAILING LIST" <amos-list@access.digex.net>
Subject: Re: Bubba game
Date: Sun, 12 Oct 1997 15:22:58 -0400
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> Also adding the fact that they have been a bit more original and not just
> recreated simple games that we've seen hundreds of times in slightly
> different guises and you might understand why I think that you are
> maybe blowing it's horn a bit too much.
> It may turn out to be a great game and all but I don't think that telling
> people its made in AMOS will make them think that AMOS is actually
> really good.
I believe the final CB-project will speak loud and clear "AMOS is
capable of far more than it's credited for!!". Naturally AMOS won't
receive all of the credit, some should go to the actual developers...
> I'd find it more likely they'd think that AMOS is only just good enough
> to create a whole load of very old and simple games rather than just
> being plain rubbish, which of course, we all know better.
The simple fact is, based on what is currently available on the
WebPage, I think the CB-project will easily be the most-impressive
game ever developed in AMOS. That's not to say that people aren't
currently working on "better" projects, just that compared to the
AMOS-developed games currently available, none compare to this
CB-project or at least I've never seen these other AMOS-games, if they
are better.
Don't take this the wrong way. I think a BIG, focused project like a
Warcraft/C&C/X-COM/Warlords/Diablo-inspired game would draw far
more interest, INITIALLY...
But, it's not just the game-styles that are important, it's the
EXECUTION of the game-style. Anyone can sit down and make a
very involved, BIG game, but what's the point if it "feels" like you're
moving in slow-motion and the whole thing seems very sloppily
programmed?
CBATNAM will be a good-sized game (over 5MB) when complete
and will have all the elements of a great game: Good playability,
good audio/video feed-back, a "fun" storyline that will be depicted
through "cinemas" and five seperate game-styles for the ultimate in
variety, all slickly programmed as well.
So, let people try CBATNAM and compare it to other games,
particularly games developed in AMOS, and then we'll see if they
aren't just a tiny bit impressed with the language and wondering why
nobody has ever made such an impressive AMOS game before...
Take care,
GARFIELD