I wish someone would take up the project I mentioned on audiogames.net. Face it, that game is a barrel of fun > On Feb 11, 2018, at 2:42 PM, Jordan Gallacher <[email protected]> > wrote: > > Flight sim wise I have a full CH Products Flight Controller system and if I > had known about the Logitech G27 when I was playing 18 Wheels of Steel, I > would have definitely grabbed it since it can handle a lot especially nice > when I used to run a truck with 18 speed transmission and it could have been > programmed to handel that. > Jordan > > -----Original Message----- > From: [email protected] [mailto:[email protected]] On Behalf Of > Shaun Everiss > Sent: Sunday, February 11, 2018 2:41 PM > To: [email protected] > Subject: Re: [blind-gamers] Coming up with ideas for a new game project. > > Then there is the question on what controler to get, most of them are > consoles now, xbox playstation, etc, things we need to put together and such. > > I once for a time had a force feadback stick. > > It was nice, it was fast, but the game I was going to have for it never came > out. > > It was to big to store so was always in its box. > > Eventually, after spending all that cash on it I had to porn it off for a > couple bucks, I probably spent more to ship to its new owner than what I got > out of it. > > I also had a 20 dollar gamepad which was just a 20 dollar game pad, small and > crappy. > > If I ever got into it again, it would have to be some sort of gamepad, > something that could sit on top of my shelf or somewhere, I have so much > stuff now. > > > > >> On 11/02/2018 9:29 p.m., goshawk on horseback wrote: >> here we are again, in the proverbial who makes the first move situation. >> if more audio games supported the use of controllers, then the >> investment in such, wouldn't just be for "one game", so would be more >> worth it for more of us. >> because not many audio games have controller support however, very few >> of us probably have such controllers, so developers don't always want >> to build in support for them, and so the cycle goes on. >> >> Simon >> >> >> ----- Original Message ----- >> From: "Shaun Everiss" <[email protected]> >> To: <[email protected]> >> Sent: Sunday, February 11, 2018 7:10 AM >> Subject: Re: [blind-gamers] Coming up with ideas for a new game project. >> >> >> Not everyone has the cash or space for a controler specially for 1 game. >> >> >> >> >>> On 11/02/2018 8:06 p.m., goshawk on horseback wrote: >>> any new trucking game could make use of a game controller, to not >>> have so much of the "pressing and holding keys to drive" thing. there >>> are some very nice driving wheel controllers out there, at least one >>> of which also has an extra gear shift add on, which can either give >>> one standard sequential, or up to 8 gears, to give a more life like >>> gear shift movement and feel. >>> >>> Simon >>> >>> >>> ----- Original Message ----- >>> From: "Damien Garwood" <[email protected]> >>> To: <[email protected]> >>> Sent: Sunday, February 11, 2018 4:07 AM >>> Subject: Re: [blind-gamers] Coming up with ideas for a new game project. >>> >>> >>> Hi, >>> The shuttle game is Speed, and the motorbike game is Cyclopath. >>> As for a trucking sim, do you really want to be sat for hours at a >>> time pressing and holding keys to drive? Trucker gave a good feel for >>> how it works without making it boring. Having said that, I'm sure >>> Nick could make it interesting if it were really a popular option. >>> But certainly my imagination runs dry where that's concerned. >>> Eurofly and TDV: I could never get to grips with them, so I don't >>> really know how they work. Also being blind from birth and therefore >>> not having touched mainstream games limits my knowledge, not to >>> mention my imagination for games and my spatial awareness. Even if >>> they aren't proper flight sims they're the closest we have. They're >>> certainly far too complicated for me ever to have any hope with them. >>> Hell, that takes the saying "the sky is your limit" to a whole new >>> dimension. Lol. >>> Cheers. >>> Damien. >>> -----Original Message----- >>> From: Joshua Tubbs >>> Sent: Sunday, February 11, 2018 3:51 AM >>> To: [email protected] >>> Subject: Re: [blind-gamers] Coming up with ideas for a new game project. >>> >>> What shuttle and motorbike game are you talking about? >>> Also, Jim Kitchen’s trucker is not a trucking simulator, as I said before. >>> It takes a lot longer than an hour to travel on any one of those >>> three routes in real life. Have the ability to pause the game, but >>> make it as real time as possible. >>> There are a lot of things unrealistic about Eurofly, and while TDV is >>> a flight sim, it’s different than Eurofly so you can’t really call it >>> a simulator per say, but it did get the physics right that Eurofly did not. >>> >>> >>>> On Feb 10, 2018, at 10:42 PM, Damien Garwood >>>> <[email protected]> >>>> wrote: >>>> >>>> Hi, >>>> Aren't driving games all the same? There might be physical >>>> differences in driving each vehicle (train, car, bus, wagon, lorry, >>>> van, truck, motorbike, physical vehicles like cycles and prams etc), >>>> whether for sport, delivery, pickup or dropoff, whether customers or >>>> cargo, the end result is still the same - to travel relatively short >>>> distances to get from one place to another. We see those kinds of >>>> vehicles and local bore every day, and we already have two flight >>>> sims, a train sim, a motorbiking game, a shuttle game, a trucker >>>> game, a pizza delivery game, and three racing games (although one is >>>> no longer playable now). Do we really need more? >>>> Personally, if I were going down the transport route (no pun >>>> intended), I might choose to extend flight sims with helicopters >>>> (we've only seen planes in the two we have so far), I might even >>>> extend the racing genre to include more realistic obstacles, but I >>>> would much prefer ships and boats, as that avenue hasn't really seen >>>> the light of day in audiogames yet. >>>> There are tons of things you can do on the ship, from pulling the >>>> ropes on a sailing vessel, feeding the furnaces on a steam vessel, >>>> working the water pumps, managing the engines, steering and so on. >>>> Even more excitement when dealing with lifeboats. Those are meant >>>> for getting to other countries, something we're lucky to get once a >>>> year unless we're millionaires. >>>> Or even better, spaceships. We have tons of space invaders, a fair >>>> few battleship spaceship destroyer type games, but I don't know of >>>> any spaceship driving sims. Feeding fuel to rocket shuttles and >>>> controlling thermodynamic reactors and neutron pumps or whatever >>>> fancy names those kind of things have, and dealing with magnetism to >>>> try and simulate gravity etc. Now that's what I call imagination! >>>> I'd love to go to another planet, wouldn't you? Highly unlikely >>>> we'll get there in real life, the best we can do is to hope for a >>>> game to do it! The closest we ever got to it was Lords of the >>>> Galaxy, which incidentally I really enjoyed, but given that >>>> VIPGamesZone seem to have themselves disappeared to some distant >>>> unknown galaxy now... >>>> Cheers. >>>> Damien. >>>> -----Original Message----- From: Daniel Wolak >>>> Sent: Saturday, February 10, 2018 10:43 PM >>>> To: [email protected] >>>> Subject: Re: [blind-gamers] Coming up with ideas for a new game project. >>>> >>>> Hi, >>>> >>>> pitching in here for once, as I rarely do :) >>>> >>>> Just wanted to say that I agree 110% with what Josh has just said, >>>> as far as the fact that simulations are lacking in the audiogaming >>>> world, and I like Josh would love an as realistic as possable >>>> trucking simulator. It's I would say the one area that's really not >>>> had a solid entry since Jim Kitchen's excelent trucker, although >>>> it's just a starting point in my oppinion and is an excelent game >>>> for what it's worth. >>>> >>>> Just my thoughts. >>>> Cheers, >>>> >>>> Daniel >>>> >>>>> On 10/02/2018 21:55, Joshua Tubbs wrote: >>>>> I think we need a realistic trucking simulator. Jim Kitchen’s >>>>> Trucker doesn’t do it for me, as you don’t actually drive a truck, >>>>> instead it’s just programmed by playing sounds and inputting numbers. >>>>> >>>>> This simulator should be like Eurofly and use real map data from a >>>>> source such as Open Street Maps, where the world is at our >>>>> fingertips. I’m sure BGT won’t be able to pull the data from the >>>>> Open Street Map API though, so I hope you switch to a language >>>>> capable of doing that. >>>>> I also think we are getting more online games, but at present Swamp >>>>> is the only one where you can team up with people on missions. With >>>>> a trucking simulator, it’d be nice to communicate and interact with >>>>> people online, whether that be buying food at truck stops or resting with >>>>> them. >>>>> >>>>> I don’t know how task dispatches would be generated, but when I >>>>> think of “simulator” I’d like it to be as realistic as possible, no >>>>> excuses unless you can’t get help programming a certain feature. >>>>> For example, the Eurofly developer says it’s impossible to program >>>>> some features to make flying more realistic. Okay, fine, I don’t >>>>> expect to be flying airways and for you to map out every single >>>>> airport in the world. But at least use feet for everything, as real >>>>> pilots do, make ATC phraseology realistic and use all the >>>>> frequencies and have coverage available worldwide, even though the >>>>> tower voices may be the same a lot. >>>>> >>>>> Which brings me to Tube Sim. There’s not a lot to do in it. Once >>>>> you’re done with Driver School, you’ve got about 10-15 tasks to do, >>>>> some of which are long sure. Once complete, that’s it. Then you’re >>>>> just left with driving freely and that’s it. >>>>> So really, I think you should go for the trucking simulator, as >>>>> simulators are honestly what’s truly lacking. Those and RPGs. >>>>> >>>>>> On Feb 10, 2018, at 7:51 AM, Nick and Gemma Adamson >>>>>> <[email protected]> >>>>>> wrote: >>>>>> >>>>>> Hi All. >>>>>> As you may know I develop audio games and currently have 3 titles >>>>>> I've released over the last 6 years, check out www.ndadamson.com >>>>>> for Dotris, Park Boss, and Tube Sim. >>>>>> >>>>>> I'm trying to come up with a new project that I can work on and I >>>>>> thought I'd ask what area do players feel is lacking with in the >>>>>> audio games community. >>>>>> As a day job I'm a developer in a field which is not related to >>>>>> games at all so developing audio games is something I do for fun. >>>>>> So I'm after your ideas. What is a type of game which you'd like >>>>>> to play which there's not an audio game for? >>>>>> Now that's quite a big question so I'm going to put some limits. >>>>>> 1. I'm not after a whole game synopsis or script yet. A brief >>>>>> paragraph is more than enough. Tell me just enough so I get the >>>>>> idea of the game or the type of game you'd like to play. >>>>>> 2. I'm not interested in rewriting an audio game that already exists. >>>>>> That's not to say that if your idea has enough differences to >>>>>> something that already exists it won't be considered. For example, >>>>>> suggesting a "better racing game" is a bit vague. You'd need to >>>>>> tell me why it's not the same as topspeed3. Or a submarine >>>>>> simulator, why isn't it lone wolf. Feel free to consider games >>>>>> from the past that are no longer available but what would make it >>>>>> better. >>>>>> 3. I'm not really interested in developing another first person >>>>>> shooter or version of space invaders. >>>>>> 4. I'm not really in to games that don't really have any skill to them. >>>>>> That's not to say the concept of casual games shouldn't be >>>>>> suggested, but I'd like to develop a game that has replay value >>>>>> and isn't something that you'd play for 15 minutes before getting >>>>>> board of. >>>>>> 5. Consider game genres. Think big, Think small, Think card games, >>>>>> Think board games, Think simulator, think adventure games, think >>>>>> games that tell a story, think games that don't, basically let >>>>>> your imagination run wild, other than the couple of limits above, >>>>>> know idea is off the table. >>>>>> >>>>>> For those who have played the games I've released are there any >>>>>> areas that I could improve on. I'm not after specific changes >>>>>> you'd like to see, it's more of a general question, Better audio, >>>>>> more immersive, less repetitive, more or less challenging. I'm >>>>>> looking for things that will help with future developments. One of >>>>>> the things is I'm going to be moving away from BGT as a >>>>>> development environment, I think I've just about hit the limits of >>>>>> what it can do. >>>>>> >>>>>> There's no promises that any ideas will be taken forward, and >>>>>> don't expect anything to be released in the next couple of weeks. >>>>>> Really what I'm hoping will happen is that someone will suggest >>>>>> something and it'll grab my attention and spark my imagination. >>>>>> >>>>>> Thanks. >>>>>> Nick. >>>>>> >>>>>> >>>>>> >>>>>> >>>>> >>>> >>>> >>>> >>>> >>>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >> >> >> >> >> >> >> . >> > > > > > > > >
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