Hi Zack,
I just read the wiki for aurora. I'm suffering information overload. I
eagerly await your part2, and if you ever want to host a podcast on
this subject if your in to that, I can host it. I'm going to give it a
go.
Dave.


On 7/7/10, Zachary Kline <zkl...@speedpost.net> wrote:
> Hi All,
> Well, I figured I'd start this little periodic action report with a bit of
> background.  The current situation is easy enough to summarize, and there
> are a few access issues I need to mention too.
> To begin with, Aurora requires a high screen resolution.  Aside from the
> irony of a blind person worrying about such a thing, there is so much
> information presented that it wouldn't fit in a lower one.  I run the game
> in a virtual machine, so changing the resolution was not difficult.
> Minimum required is 1280x1024.  There is a way to make Windows XP at least
> use an "unsupported" resolution, with a disclaimer from Microsoft.  I
> don't believe it is any real danger, but the warning applies anyway.
> Another thing I've done this game is turn on Jaws's ability to speak tool
> tips automatically.  There is an option under verbocity settings to enable
> this.  Aurora's screens are full of controls with detailed tool tips,
> which are very helpful in figuring out some of the more obscure buttons.
> Now to the actual game.  The current year is 2033, and I am playing as the
> human race on Earth.  The solar system in which I find myself is the same
> one we all know and love from basic astronomy, complete with asteroids,
> comets, and moons.  I should explain that the premice of the game revolves
> around  the discovery of around a dozen "trans-newtonian elements", which
> allow things like faster-than-light travel, practical space weaponry, etc.
> Earth's supplies of TN minerals are rather limited, so my first order of
> business was to design survey ships to go out into the solar system and
> search for more of them.
> The ship design screen is composed of multiple tabs, but I generally only
> use two of them.  The most complicated by far is the Design View, which
> contains a couple different list boxes along with  buttons to add
> components to the design, control how many are added or removed by using
> those buttons, etc.  The list boxes require use of the Jaws cursor
> currently, and are divided up into two columns: the components currently
> on the ship and those that are available to be added to it.
> Telling them appart can be a little tricky at first.  I find the shortcut
> keys provided, such as alt+a to add a component, absolutely invaluable.
> Well, this is turning into a long post...  So I'll cut it off here and
> continue in Part 2 with more about the current situation and design, among
> other things.
> Enjoy,
> Zack.
>
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