That would be helpfull.
Ofcause there are not enough devs or dev groups that survive long
enough to make anything complex.
Then there is cost.
I guess with the vb express languages and maybe bgt and so on it can
be done but right now a lot are still vb sixers or autoit devs.
That may change and never say never but mainstream games, hmmm there
is only so many things we can do with sound.
The average person doesn't have the cash to get the sound systems,
keyboards, mice, sticks and other devices.
And even if they did there is no point to get graphics cards and the like.
Its my view that as well as audio games which do for now we will
eventually have to scrap pure audio games and do hybred interfaces so
mainstream devs get interested.
Thats never been tried or successfully worked, teraformers and the
blind eye excluded.
There is the stuff by shardworkshop but its not like anyone has done
much with that.
Mainstream has more and more demands put on it by the comercial companies.
I often listen to games with friends.
They need to take at least a couple months or longer to solve without
them being so difficult to be crappy which is a fine line and
sometimes it works and sometimes not.
They need to have good graphics, use loads of power, have a detailed
story, etc, etc.
Obviously we can't just do it.
To quickly potentual gamers would just crack the games to play them
once, get stuck, whine then kill the games and bash the devs into the ground.
I mean look what mota did to you that day when you stopped publically
releasing it.
Sure there are new concepts but well I am sometimes not sure if we
are ready for that.
Maybe your documents could be to players and devs a like so people read them.
It would help, but for us it will be slow.
Also there is likely to not for the most of us to be the need to buy
the top of the line graphics or sound card.
Headphones, a mouse, possibly a stick and a mid range system but not the best.
Because of our finantial situations I think its fair to say that a
lot if not most of us excluding those that have made it some how, get
computers for what they need them for and gaming is not on the top list.
We then keep them till they crash and die big time.
We then buy another mid range system.
When I brought the first 4 systems, they were mostly for school and such.
Reader upgrades were for things like driver compatability, os
changes, etc, same with office etc, etc.
This newest box was so I didn't have to use vista.
The next box will probably be because win7 is good but I would have
to have a lagit purpose to buy, gaming is not in it.
Yes I own quite a few, but cash wise, actually legally owning games
is not on the top of my to do list.
Neither is playing them, legally or otherwise though if you asked me
about 15 years ago, when I didn't have much of a life I was doing
both and loving it.
Things change, and we don't stay the same.
So games need to have a wow factor that will keep us playing them,
and wanting to buy.
I hope I am not being rood here by saying this, but I have seen to
many crashed windows and ideas.
A game is promised, and for whatever situation, never eventuates,
has the dev closing for whatever, or is either not as expected or
just being plain crappy.
And thats only got worse with time.
FOr the first 10 years or so we were moving fast, but now the
industry as it is has slowed right down.
This is bad.
Its not dead by any means but still it sometimes feels like a ghost
town around the sites.
At 10:52 p.m. 26/03/2012 -0400, you wrote:
Hi everyone,
I've just had an idea that might aid current and future audio game
developers. I realize that many of the people on this list are blind
and have been blind since birth and therefore haven't had much
experience with mainstream games. As a result a lot of developers
and gamers look at some audio game and assume that it is somehow
representative of that type of game even though it might be lacking
in several areas. Often times the developer himself/herself is
unaware of this fact because they haven't been exposed to that genre
of game before.
For example, let's say someone downloaded Super Liam and assumed
that all mainstream side-scrollers were like that. Of course, they'd
be wrong because Super Liam does not really deal with a 2d
environment, doesn't really have an up/down axis of movement, and
most action is handled from left to right. There is no advanced
combat that takes advantage of a 2d environment like flying enemies
you have to shoot out of the air, enemies above you in the tree
tops, and other such traps common to mainstream games. It is
certainly a decent game, but is not representative of true side-scrollers.
Since this seems to be a common issue with blind developers and
blind gamers alike I thought what I'd do is write a document
outlining what mainstream games are like, use some classic examples
of 2d side-scrollers, 3d first-person shooters, and some 3d
third-person shooters. Maybe do a chapter on arcade games and try
and describe a few different examples of that genre. Especially,
since most people have done the Space Invaders thing, but there is a
lot more to arcade than Space Invader type games. I think if I write
a document on explaining each kind of game in detail, explain what
kinds of features are common to each, maybe audio game developers
will be able to come away with some new ideas and be able to begin
building more advanced audio games. Anyone interested in this idea?
Cheers!
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