Hi Che,
I can just imagine a game like RR2 on iPhone. That would rock--tilt the device to steer, lift it quickly to jump, that kind of thing. As far as interface goes, I agree 1000%. If you take a game like Code Name Cygnus and match it with a similar game for the sighted, well there is just no comparison. My daughter was playing a spy game and it had so much speech that i really think it would be a snap to make accessible. You had to do things like touch where you want to go next, then to get into a building you went to a payphone, touched the pouch with the spy's gadgets, then touched the phone number, which was read aloud. Then you walked into the phone booth and actually dialed the number. I could never quite find the gadget pouch, but had all kinds of fun dialing fony phone numbers into it. Anyway, content is definitely not everything in the game, and a game based on content alone is not very replayable. Take Freeq. It's definitely one of the best games for iPhone to date, but since the number of scenarios is limited so is its replayability. Now let's have a look at something like Mouse Kick. Very little content--maybe too little, and I would say it has as much replay value as Freeq, but obviously for hugely different reasons. My conclusion, then, is that we need games to meet somewhere in the middle. Content plus interface plus great sounds equals a kick-butt game. Games like Mousekick have proven that a great interface isn't impossible to design. Games like Freeq have proven that over-the-top productions in a game work, so what I'm wondering is, who will be the first to truly put it all together?
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, "The Believer and Skeptic Show," at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . ----- Original Message ----- From: "Che Martin" <blindadrenal...@gmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Monday, October 07, 2013 6:43 PM
Subject: Re: [Audyssey] BA games on iPhone, was: RE: The Apple iphone,was RE: building in the storm 8 games.


 Hi Cara and all,
 Just wanted to let folks know I answered Cara off list, and I am going to
be taking another stab at iOS development once I finish rr2 and online
cribbage, both of which are very close to full deployment at long last.
 I think some very interesting audio games have been released for iOS, but
the ones I've played and enjoyed were more about content than interface.
 For instance, Freeq is really interesting and very well executed, but its
basically a choose your own adventure book in audio game form.
 With the technology that is available for iOS, some really cool interface
options are out there that haven't been taken advantage of, at least not
that I have seen. Blind spot gave it a shot with the compass being used to
navigate , but in my estimation fell short of an engrossing title.
 I realize it is very easy for me to sit here and point out the
shortcomings of other titles, having created exactly nothing myself for iOS,
but I am huge on interface, strategy, and an immerssive experience, and I
just think we haven't yet turned the corner on this type of game for the VI
community.
Also, although I have some ideas for a couple of mobile based audio games,
I am a really long way from being able to produce them, and as I did with
learning dot net, I am going to start with something really simple.
Before I did rail racer, I made a simple and stupid cockroach shoot em up,
simple rotate, fire and reload kind of thing, and for what it is worth, I
strongly suggest anyone looking to develop any kind of software make sure
you can crawl before you try to run.  A lot of times, folks have a grand
idea in mind, and set out to conquer that idea before they even learn how to
do the basic coding, leading to frustration and failure.
 Anyhow, didn't mean to go off on a rip there.
 Bottom line, I really hope BA is headed for mobile development in the
future, but I'll be releasing some free educational  apps first hopefully
and try to build on that, there seems to be a real vacuum for educational
stuff for blind children and iOS, and that is a shame, as iOS makes for  a
killer educational platform for kids.
 Stay tuned.
Che




-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Saturday, October 05, 2013 11:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BA games on iPhone, was: RE: The Apple iphone, was
RE: building in the storm 8 games.

Hi Che,

Thanks for such a thoughtful note.

As far as iOS development goes, I develop professionally for iOS with
LookTel.com and also work with DraconisEntertainment.com, so I use the Mac
and XCode daily.

As for Mac accessibility lacking the iOS sheen, you're only partially
correct at this point. There have been many advances in VoiceOver which have
brought some of the very fast and convenient navigation of iOS to the Mac.
For example, you can use the trackpad with gesture based navigation to
access your Mac just as you do with the iPhone now. So this is one way of
eliminating the at-times absurd key combos of the earlier incarnations of
VoiceOver.

-And, despite my love / not so love relationship with XCode, ;) the
accessibility and usability of this IDE is absolutely unparalleled.

Anyway, not sure when the last time you checked in with OSX and VO was, but
just thought I'd let you know that there are people doing this on a daily
basis, so it can be done. :)

Feel free to write me privately if you'd like! :)

Nice to hear that you're still developing and that RR2 is on the horizon!
You rock!

Catch ya laters, and have an awesome weekend!

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Oct 5, 2013, at 7:00 PM, Che Martin <blindadrenal...@gmail.com> wrote:

  Hey ya
Bryan and all,
I'd love to do RR on iphone, but it is a very complex game, so probably
not.
At this point, I don't have the programming skills to do even a hello world
on iOS.
However, I have looked very seriously at iOS development, going so far as to
buy a Mac Book Pro so I could start learning objective C, since you can't
program for iOS on a PC.
However, I was so sorely dissapointed by Mac accessibility I haven't picked
up the Mac for months.
After using an iphone for over a year now, when I bought the Mac, I just
assumed the accessibility would be as polished as what is offered with iOs,
man was I in for a rude awakening after spending 1600 bucks.
Some of the decisions made by the Apple accessibility folks are amazingly
puzzling to say the least.
Why do we have to do finger acrobatics to get the simplist of things done
on a mac?
I could go on and on about the terrible interface, but bottom line, its
very frustrating for no good reason, its just bad design all around, and I
don't understand it.
I know lots of blind folks are using macs exclusively, but having spent
several weeks patiently and tenaciously trying to work with the mac, I am
confident that I could run circles around any mac user using voiceover
versus windows and jaws when it comes to efficiency and productiveness.
I am no apple hater, I made the switch from android to iphone a while back, and have no regrets. I love my iphone and ipad, and appreciate the time and
money Apple has put into accessibility for iOS.
I don't care about the operating system, I am no fan boy of any system, I
just want to be able to create my designs efficiently and effectively, but
the accessibility implementation on Mac is just sad so far.
Hopefully there will be major improvements soon to voiceover on the mac,
because obviously the future of audio games lies in the mobile platforms,
and apple is way ahead of the curve with iOs when it comes to a mobile
platform for the blind.
I have some design ideas for iOs, and I too have been mostly dissapointed
by the current crop of audio games available on iOs, though there are some
standouts, it just seems the potential has so far not even been scratched.
The possibilities are amazing on mobile platforms for the blind, with the
accelerometers, positional feedback, vibration and so forth, developers just
need the door to their ideas to be cracked open a little wider.
I know it can be done, as many other blind developers have developed for
iOS and android, and I'll keep my finger on the pulse of mobile development,
but for now its PC for me and Blind Adrenaline.
If other blind developers are on this list and have had success with iOS
development, I'd love to hear from you, my email address is:
blindadrenal...@gmail.com
If I have missed the boat as far as blind developers posting success
stories on list here, my apologies, I very infrequently check this list.
Regarding Rail Racer, if you liked the first version, your gonna love the
new one, I've spent more time improving this one than I spent on the
entirety of making RR 1, and this time around I have a lot more programming
experience under my belt.
I personally think rr2 will be in the top 3 of audio games as far as
replayablility and pure fun, along with swamp and time of conflict.
Happy gaming all,
Che


-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
Peterson
Sent: Saturday, October 05, 2013 5:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] The Apple iphone, was RE: building in the storm 8
games.

Are we looking at the possibility of an Iphone version of Rail Racer? LOL.
Seriously thouh that might be kinda neat. So far there haven't been many
games on IOS that interested me all that muc. In point of fact just The
Inquisitor.


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