Interesting point about coordinates Dark. With your taste for RPG's
that tend to have a lot more number crunching and stats to take in,
I'd have expected you to rely pretty heavily on those.
Personally I can't make numbers relate to situations in the slightest
in any game, even remembering simple things like what coordinates the
fires are at in MOTA is beyond me, numbers of steps or coordinates and
the like just won't tie themselves to spacial considerations in my
mind for some reason. I rely on audio cues or clues instead, which
sometimes means going past a turning to recognise what's beyond it
yup, and those combined with the navigation features of whatever game
I'm playing usually serve me well. It does mean that I tend to take a
much less military approach in something like GMA Tank Commander I
suppose, but Mr Brain seems to prefer the free roaming feeling and
there's not much I can do to persuade him otherwise.
On 12/26/09, dark <d...@xgam.org> wrote:
> Short answer, ---- yes, those features are what I use exhaustively. On the
> other hand audio maps I'm afraid I find just incomprehensible, ---- cool
> though the marauders' map in Sarah was.
> Even coordinates I only tend to use as a general guideline to know if I'm in
> the middle or at the edge of a level, ---- or as an extra land mark feature
> (eg, i need to explore the turning at 8-23).
> this is of course just the way i do things, ---- and other people (who do
> not have my spacial difficulties), may do things entirely differently.
> Interestingly enough, I'll be having my mobility assessment with guide dogs
> on january the eighth, so I've been thinking about this (and explaining iot
> to the guide dogs service people), sinse I've often found myself at a loss
> with mobility officers who insist! upon using things like step counting or
> route mental mapping which my brain just won't cope with.
> i remember one awful incident when learning my way around secondary school,
> there was a turning I needed to make. The bloody stupid mobility officer did
> it with me inumerable times, counting steps and being generally stupid!
> I eventually asked my mum (who is also visually impared), ---- and she
> instantly pointed out that four feet beyond the turning was a cattle
> grid, ---- so all I neded to do to find it was go too far, reach the grid
> and turn back.
> needless to say, i called the mobility officer some very colourful names
> after that.
> ----- Original Message -----
> From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <email@example.com>
> Sent: Saturday, December 26, 2009 8:32 PM
> Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios
>> Hi Dark,
>> As a game developer I find your comments and suggestions most helpful. So
>> as I understand it as long as I design my game engine a long the GMA
>> engine, which I am, including such features as place markers, visited here
>> before announcements, and even try my best to give each room a name you
>> and possably others should be able to give you enough info to go on in
>> order to play the game right?
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