these blindfold games sound fun. sure wish i could play them on android or windows10.

On 4/25/2016 6:36 AM, Charles Rivard wrote:
I don't care much for ear buds. A headset is better. Both provide the pinpoint accuracy needed for playing some games. However, I very much prefer not to use either. Speakers sound the best, and allow for free movement. In fact, I will even go as far as to say that I would prefer listening to an iPhone 6 rather than using ear buds. This is a personal choice. Blindfold Breakout is an excellent game, but cannot be played without something in or over your ears. Blindfold Pinball needs no such ear coverings or plugs.




If you think you're finished, you! really! are! finished!!
-----Original Message----- From: dark
Sent: Tuesday, April 19, 2016 2:14 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Blindfold Barnyard, some thoughts

Odd, other games that require earbuds have done rather well in the past,
maybe a vocal minority in this case?

All the best,

Dark.
----- Original Message ----- From: "Marty Schultz" <ma...@kidfriendlysoftware.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, April 18, 2016 11:21 PM
Subject: Re: [Audyssey] Blindfold Barnyard, some thoughts


I've gotten lots of negative feedback for games that require 2D or even 3D sound, since a reasonable (i'm not sure how big, but they are vocal) part of the users have an audio issue, and they only way they can play the 2D games is via blue tooth speakers separated by several feet, so instead of using their ears to locate the sound, they turn their head so their good ear can detect which speaker the sound is coming from.

And many people complained if ear buds are a requirement of the game.



On 4/18/2016 2:53 PM, Kenneth Downey wrote:
Agree with Dark on all points here, but I do think that abbreviating things too much could get confusing. I would stick With something like sheep northwes!, or better yet, two sheep and a dog northwest. The more these kinds of info can be concatinated the better. Alternatively, you could say, sheep 314 which would mean that there's a sheep at 314 degrees. This would be much more precise than the cardinal directions, but the player should be able to choose which method they want. Also, how far away is the animal! We could invent a new type of measurement, like a minicubit and minispan. The bigger one would be four fingers touching and laid out in a straight line on the screen. The smaller one would be one single fingertip, and the player would customize both measurements before starting the first game. Of course there is an even simpler way, a way all blind people know by the time we get out of high school, the coordinate system. You could simply say, sheep at E4 and boom, it would be very easy to find. A final method, and I am not sUre which 3D engine Bryan Smaart used for Ear Monsters, but animals would be extremely easy to find without much vocal feedback
These are the ways I know for giving info about things on a screen.
Sent from my iPhone

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, teens &
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Learn about how we built it for blind & visually impaired kids, teens & adults as a STEM project.
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