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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