I reckon you all thought I was being quite quiet for the past few weeks
but I didn't want to get your hopes up unnecessarily.  However, I have
now got to the stage where I can say things are looking good on the LDL
front and I want to give you some notice of two things.

Before I do that, however, here's a brief recap of what LDL is.
Essentially it is a system that will enable blind gamers to make their
own maps for Quake, by describing the layout and style of map to be
created -- the computer will fill the rest in, including the addition of
textures that sighted people would find appealing, as well as lighting.
The soon-to-be-released version does not support all the features of
Quake, but if you look at the example maps, you'll see that there is a
lot you can do with it!  It is a proof-of-concept release that I hope to
develop further, if I get positive or at least constructive feedback on
its direction.

Back to the two important messages...  The first thing is that I hope to
be making a preliminary release of the Level Description Language tools
very soon (hopefully on or by the 16th of April).  The second thing is
that, to help out my research I really need your feedback on the system
ASAP (over the 7--14 days following the release; preferably closer to
7).  It is of vital importance to me, because this is a chance for me to
go about publishing things again after the road accident, so I would
really appreciate it if you could help me test LDL and give feedback on
it (watch this space for more info) -- and please be patient if there
are bugs; as I've been working very hard to get it done by this time
there are bound to be a few, but I will fix bugs as soon as you report
them :-).

Now that's over with, I will explain what LDL is in more detail; what
I'd like you to test and what improvements I plan to make in future, if
you guys like what is there already.  Please bear in mind that I am
fully aware this is not a finished product yet but I need some feedback
at this early stage so I can progress the research side of things.

LDL is a simple language you can use to describe Quake maps, so that the
computer can take your description and create a map for you -- i.e. you
now have the ability to make your own fully 3D worlds for the game.
Currently you will be describing levels by writing simple XML files that
list the rooms in the map, items in the rooms and how the rooms are
linked (don't worry about the term ``XML'' -- it comes with examples!)
Later I hope to enable you to use more natural language and/or an actual
level editor program (which may help you fill in the details) to make
the maps.

To use LDL, you'll need to download Python 2.5, from
http://www.python.org/download/ (get the MSI if you're on Windows).
Once you've downloaded it you can run the LDL scripts.  When you
download LDL you will find a number of things have been included, as
follows.

LDL Scripts: A series of programs that translate levels down from the
highest (simplest) format through a series of intermediate formats (all
also XML) and finally into Quake MAP files (which are very low-level --
definitions of 3D planes and so on) which are then processed by the
standard Quake level compilation tools to make a map you can play in the
game.

Example Levels: You'll also find a number of example levels that you can
edit.  These will include descriptions of what the levels are like in an
effort to try to help you relate that to the XML you will read.

I hope that you have fun using the system; after a survey we conducted
earlier, it seemed to be one of the main things blind gamers wanted to
do with mainstream games (much like sighted people).

Once again, I hope that you will be able to help give feedback on this
upcoming very early release; I'll post the questions I need answers to
when I upload the first release, which should be in the next few days as
discussed above.  If you find bugs, please report them and I'll do my
best to fix them.

Until then, I'll get back to the grindstone; thanks for listening and
please check back regularly for news!

best regards,


-- 
Matthew Tylee Atkinson <[EMAIL PROTECTED]>

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