Well I'm now on chapter three. It's actually lucky the time waiting saved me since otherwise I think I would've been going all night, though I am this morning having to restrain myself from the urge to go and play as opposed to actually get some work done .
Oh well, long train journey to London tomorrow, so plenty of time for playing I've actually discovered the perfect combination of activities, playing through Timecrest, then going off and reading a few chapters of my current book while I wait for Ash! .
First off, we have a bug report.
At the start of chapter three I checked the merchant tab to see if there was anything new to buy. There are still the same teleport orb and out of stock aura potion, however additionally, there seemed to be some extra text on the screen under the "Descriptive help" button. Something that said "used to teleport" a "buy" button and a "more info" button.
When hitting "more info" I got the description of an ignis amulet, which was odd since it wasn't in the main tab.
I believe this text was some sort of overlay, since I could see something purple which isn't usually there.
Once I double tapped on the teleport orb, the popup alert appeared telling me I didn't have the gold, then when it left the page was back to normal.
Not a miner bug but still a little confusing.
As regards the Merchant and items, well there are several routes to go down.
I wouldn't personally suggest having the magic tap for the description of the merchant items, since in the inventory magic tap is used to use an item while the standard double tap is describe, but having the magic tap in the merchant 039;s tab used to describe and standard double tap used to buy seems a direct reversal and thus needlessly confusing.
I'd either suggest having double tap describe and magic tap buy, or simply having the descriptions occur in the same alert as the confirmation to buy.
for example you double tap on the teleport orb and get something like:
"This is an orb containing a one use teleport spell created by the mages of alynsia etc"
then under that "buy for 150 gold"
And a "buy" button you could hit multiple times.
A final alternative, and likely the one which would cause least trouble in terms of the interface might be just having the item descriptions added to the "speak hints" text for each button, eg, you flick onto the "buy teleport orb" and then if you wait, after a second or two vo will start reading the description (apparently there is a box specifically for speak hints attributes in the property sheets for each item on the ios interface). Most gamers with vo will always! play with speak hints on, and actually it's been a handy method for various developers to show extra information to vo users, showing rpg stats and the like, since it's useful for far more than just describing how to use controls.
It's very cool that Ios 10 lets you customize the rotor setting for Vo, that's a potentially very interesting feature developers could use for access, especially since there are lots of occasions where being able to rotor and flick to specific parts of the interface could be really handy.
As regards choices for interactions, I do think a little subtlety here would be appreciated, since in most normal conversations there are far more ways of saying things than just being utterly positive, or completely negative, and far more ways your choices could affect the story and Ash rather than just being cruel, which as I said really doesn 't feel like a choice to me, or at least not one I have to think about.
For example, while yes, "nice work" and "cool" are pretty similar, saying "Well the spell is okay but doesn't seem much use" might cause Ash to become a little defensive, think of extra things it's used for and have other alternative uses for it later (Ash strikes me as the type who would probably try to justify himself when pushed).
While if you said "well done!" Ash might say "Hay you sound like a teacher" and start treating you the way he'd treat one of his instructors at the guild, which might be good in terms of proposing causes of action, but make Ash less likely to confide personal things to you.
The same goes for a lot of other choices in the story as well, particularly in chapter three i did notice there were several of "this character hates you!" or "This character is still your friend!" where as having a "We don't know what this character is doing so treat them with suspicion" might actually be another avinue to explore, rather than avoiding them or befriending them utterly.
If the backend programming for how your handling Ash's feelings is a little more complex and has actual stats (like the relationship points), as opposed to the "if choice x, then choice y appears later" type of setup, there are still other things you can do.
For example if you have a stat for Ash's confidence and for how much he lieks the player, saying "The spell is cool" could increase his liking of you but not quite as much with the confidence, where as saying "this spell seems really useful" could increase his confidence but not his liking of you as much, (after all, telling someone they've got a handy tool to rely on is different from telling them they! have achieved something awesome!).
Final question, is your pet care game "chairman cow" i believe it was called accessible with voiceover? I saw it on the ap store, and did wonder. We've had a lot of requests for pet care, farm sim and single player building/expantion games in the community, ---- heck we're pretty short of most things that aren't instant reaction arcade titles, so if the game is! accessible people would probably like to know.
_______________________________________________ Audiogames-reflector mailing list Audiogamesfirstname.lastname@example.org https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector