On Apr 18, 2016, at 11:50 AM, rajmund <brajmund2...@gmail.com> wrote:
Hi,
I'd make them 2 games. I'd rather throw dice, than answer questions.
Sent from a BrailleNote
----- Original Message -----
From: Marty Schultz <ma...@kidfriendlysoftware.com
To: Gamers Discussion list <gamers@audyssey.org
Date sent: Thu, 31 Mar 2016 19:52:23 -0400
Subject: Re: [Audyssey] Blindfold Barnyard, some thoughts
Thanks for all your input. I will send your comments around to the
testers, and get their feedback, and implement those ideas. I haven't
done much with breakout or hopper recently, since I'm building pool /
billiards.
I've been getting several requests for both snakes and ladders, and
for
more trivia games.
There are already slews of trivia games that are accessible, and I
imagine snakes and ladders would get boring quickly.
So, I was thinking of combining those two together, but I have no
idea
if that would be fun.
The idea would be that you could only move ahead in snakes and ladders
if you answered the trivia question correctly.
I could also make variants of the game more child educational by
having
another option to test arithmetic, or spelling.
Any thoughts?
On 3/31/2016 7:21 PM, dark wrote:
Well as I said I've been playing through several of the games from
Kidfriendly software to write up for audiogames.net, often paying
for the coins and other upgrades when the game appealed to me
personally.
Barnyard was one that surprised me for the idea of the game and how
much random fun sliding around looking for animals was, especially
in the matching, indeed I like the fact that the game uses the
touch screen so uniquely.
I actually introduced my Fiance to the game today, sinse as an
animal lover and because she's getting used to the hole touch
screen concept on her Iphone, I thought it might appeal, and she
really rather enjoyed it (indeed she got far more addicted than I
expected and spent half an hour trying to beat her previous high
score).
Her first comment however (which I promised to pass on), was "why
are there no dogs or cats?" As a lover of both she was quite
disappointed, and in fairness I can see her point sinse while it's
very cool to have Sea lions, Dolphins and rattle snakes on a farm,
not to mention loons (good company for me), it would be rather
logical to have a farm dog or cat :d.
I also did have a couple of thoughts myself.
Firstly, sinse the game employs time limits, it might be nice if we
could make the information spoken more concise, and thus be more
able to get higher scores. So instead of hearing "bullfrog to the
north west" have a setting to just hear "bullfrog, northwest" or
maybe even "bullfrog n w"
Secondly, I wonder why some aspects of the game which are
controlled in settings have not been used to create different
various types of game to play?
For example, instead of having the player choose how many animals,
have games with increasing numbers of animals, eg, 3 minutes 5
animals, 3 minutes 6 animals.
It might also be fun to have games that alter the number of animals
while playing, so that players have to more quickly make judgements
on the fly and cannot prepare for new sorts of animals turning up.
So for example have a game that starts with four types of animals,
and then add another kind after a predetermined time, say 2
minutes, then another kind after another two minutes and so on
until the player messes up.
Likewise, I rather wondered why both the size of animals and the
spoken instructions were not factors used to create harder games to
challenge the player, as opposed to be alterable in settings.
Personally I'd much rather myself have the option to get higher
scores on different modes of play than to have the same modes of
play but need to alter a setting, sinse it creates more variation
in the game and gives me more options when I start, not to mention
making the game progressive by giving harder levels so that I can
advance to the next hardest category when the previous one becomes
too easy (I really like the setup in Hopper and Pong for this).
I've actually thought the same in breakout, that the speed of the
ball and whether the paddle grows when it hits the back wall should
be factors that alter in different levels, however Blindfold
Barnyard, sinse it is based on managing increasing levels of more
complex circumstances would be a really nice game to play around
with in this way.
INdeed, speaking of complexity, there could be some rather fun
ways to expand the game.
Firstly, at the present moment there is no reason why a player
cannot simply keep clearing one fence of a given animal type and
accumulate more and more score on another fence. I was thinking
therefore of inserting a factor which forced players to keep
evolving which fence they stuck animals too.
What I was thinking is that at various intervals, a player could
hear a wind sound and be told "wind from the north" (or whichever
direction). At this point, if a player didn't immediately move all
animals on that fence to the barn, the fence would be blown down,
all the animals run away and she/he would lose them. This would be
complicated by the fact that the wind could blow at random
intervals, and at any time, meaning higher scores were far more
difficult.
Another thought I had which may be used either instead of, or as
well as the wind idea, is the idea of animal feed to earn bonus
points.
The basic idea would be to again give players another factor to
manage according to which fence which animal got hitched to. the
idea is that at times (or on specific levels), players would hear a
truck sound and would be announced "insert animal name food at
insert direction fence", eg "Canary food at east fence"
For the next short while, say several seconds, players would get
extra points for hitching animals of that type to the specific
fence, say double points. of course, the problem would be that if
that fence was full, or if the player already had a collection of
the given animal on another fence, then it would be time for a
value judgement.
just some thoughts. As I said, my fiance and I really rather
enjoyed Blindfold Barnyard, a very unique principel for a game and
look forward to seeing any other newly designed games from
Kidfriendly software (I'm planning to try out my fiance with Hopper
next).
All the best,
dark.
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Learn about how we built it for blind & visually impaired kids,
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