Re: [Audyssey] Sryth Halloween Pumpkin Beast

2009-11-01 Thread Bryan Peterson
In all honesty Thomas he's probably donated and won a lot of the in-game 
contests and raffles, enough to afford some of Tallys' best items. I myself 
have an MR of 198, but I rarely ever tackle the pumpkin beast. In fact the 
only multiplayer scenario I bother with is Tarramyre, and I wouldn't if the 
onyx bands for the Finger of Dread weren't to be found there.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Saturday, October 31, 2009 7:33 PM
Subject: [Audyssey] Sryth Halloween Pumpkin Beast



Hi all,
I was just wondering who on this list has had a chance to battle the 
Halloween Pumpkin Beast, and if so how well did you do. I've had a couple 
of engagements this weekend with the creature, but unfortunately I've 
recently restarted my main character, Casandra, so I wasn't exactly the 
best hero on the battle field. Still I managed to take a small chunk of 
health points, say 300 or so out of his hide, but there are players with 
some kick butt armor and weapons that did thousands of points of damage. 
This one dude that helped me out had an MR and SP around 250. What I'd 
like to know is how in Sryth he got such a glorious MR and SP rating. I've 
had to work hard to get to 100 MR and SP before, and I've never gotten 
much higher than that before restarting a character.
In fact, that has been one of my problems with Sryth in general. I can 
generally make it to 100 SP and MR if I work really hard at it, but after 
i reach that point I get stuck. Is that because I don't do enough donating 
for adventurer tokens and experience points? I often think my failior to 
get beyond that point is I don't especially like doing grinding and I 
don't want to pay much more than my annual subscription fee. Then, again 
there are some adventures I never get high enough to play and complete. I 
wonder if donating regularly is the answer to climbing the ladder quicker, 
or are there some quests more helpful than others in climbing the skill 
ladders on the game?



Thanks.


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Re: [Audyssey] mota help

2009-11-01 Thread Bryan Peterson
If it were Thomas would probably have posted to the list and been jumping 
for joy all the while LOL. Hopefully mid December but we'll just have to see 
what happens.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Mike Maslo mmaslo1...@swbell.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 31, 2009 6:46 PM
Subject: Re: [Audyssey] mota help



The full version is not out as of yet is it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 31, 2009 8:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Phil,
I just want to make a slight correction on your spoiler. It has a slight
error. Just for those who don't want to read this here is the spoiler
warning.

S P O I L E R

There are a total of five keys on level one. You should find and use two
gold keys, two silver keys, and one bronze key. One of the silver keys
unlocks the statue in room 14. The bronze key is needed to unlock level
2 or the end of the demo depending on if you have the demo or the full
version of the game.

Cheers!

Phil Vlasak wrote:

Hi Mike,
I want to help you but I don't know the rooms by number.
I've tried for two days to get to room 17 but always die trying.
spoiler
space
I know room 14 is the one at the top of the wood staircase.
You need two keys to go to the rooms on this level, one to go right
and one to go left.
But if you go left you find another wood down staircase.
This takes you down to a room on the right that also needs a key.
If you don't have those three keys you can't get to the end.
Phil



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[Audyssey] Audyssey babble report for October 2009

2009-11-01 Thread Jim Kitchen


107 people posted 1258 messages.

231 From, Thomas Ward. 
138 From, dark. 
117 From, Bryan Peterson. 
103 From, shaun everiss. 
50 From, Charles Rivard. 
43 From, Darren Harris. 
29 From, Hayden Presley. 
29 From, Jim Kitchen. 
29 From, Johnny Tai. 
27 From, Hayri Tulumcu. 
26 From, Kevin Weispfennig. 
24 From, Clement Chou. 
22 From, Phil Vlasak. 
18 From, william lomas. 
16 From, Orin. 
16 From, Ryan Strunk. 
15 From, peter Mahach. 
15 From, Yohandy. 
13 From, Scott Chesworth. 
11 From, David Chittenden. 
11 From, Matheus. 
10 From, Gamers Chat Robot. 
10 From, William L. Houts. 
9 From, Liam Erven. 
9 From, Oriol Gómez. 
9 From, The Kolesar Brothers. 
8 From, Angellko21. 
8 From, Raul A. Gallegos. 
7 From, dan. 
7 From, Nick Helms. 
6 From, Chastity MORSE. 
6 From, Constantine. 
6 From, James Dietz. 
6 From, Lisa Hayes. 
6 From, Munawar Bijani. 
6 From, Tristan B. 
5 From, jaffar. 
5 From, Jason Allen. 
5 From, Jeremy Hartley. 
5 From, matheus. 
5 From, mike maslo. 
5 From, Mike Maslo. 
5 From, Milos Przic. 
5 From, Valiant8086. 
4 From, Aiden Gardiner. 
4 From, darren_g_harris. 
4 From, James Howard. 
4 From, Nicol Oosthuizen. 
4 From, simon dowling. 
3 From, Ann Tate. 
3 From, Chad Fenton. 
3 From, Cory Kadlik. 
3 From, Dakotah Rickard. 
3 From, ian mcnamara. 
3 From, Ken. 
3 From, Richard Sherman. 
3 From, Ryan Chou. 
3 From, Ryan Conroy. 
3 From, Wil James. 
2 From, Allen. 
2 From, Casey Mathews. 
2 From, clement chou. 
2 From, Curtis Jackson. 
2 From, Dean Masters. 
2 From, Earle. 
2 From, Gary Whittington. 
2 From, Greg. 
2 From, James Homuth. 
2 From, Jana Benscha. 
2 From, Josh. 
2 From, Kellie and my lovable Lady J.. 
2 From, krishna. 
2 From, Louise Keel. 
2 From, Mich. 
2 From, Nick gomberg. 
2 From, Nicol. 
2 From, Peter Mahach. 
2 From, Philip Bennefall. 
2 From, Pranav Lal. 
2 From, RONALD HOPKINS. 
2 From, Stephen. 
2 From, tomasz tworek. 
2 From, Willem. 
1 From, Allen. 
1 From, Allison Mervis. 
1 From, Blind Trek. 
1 From, Brandon Misch. 
1 From, ChB. 
1 From, Che. 
1 From, Chris Hallsworth. 
1 From, CSF inc.. 
1 From, Donna Jodhan. 
1 From, equest1. 
1 From, Gamers List Guidelines Robot. 
1 From, Gandalf. 
1 From, Jacob Kruger. 
1 From, jacobk. 
1 From, Jennifer Claudio. 
1 From, Marsha. 
1 From, Mauricio Almeida. 
1 From, Michael Feir. 
1 From, Nicol. 
1 From, Ryan Smith. 
1 From, Sky Taylor. 
1 From, Steve Crawford. 
1 From, Tristan. 
1 From, Trouble. 

Archive file size 4017404 bytes 


Jim

What did the ghost open for the party? A bottle of booze, boo! boo!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey thread report for October 2009

2009-11-01 Thread Jim Kitchen


There were 245 thread titles. Here are the top 50. 

Heather Voice in Mota Beta 8 56. 
MOTA Side-Scroller vs FPS 50. 
Any MOTA Beta 8 feedback? 46. 
80's games suggestion 41. 
Why can't we get a challenging game for once? wasMOTA 38. 
Crysis! 30. 
tekken versus Mortal Kombat 30. 
Entombed Query 24. 
Questions for all you game developers on the list 23. 
Malls on ce? 21. 
Mach 1 tts 20. 
I did it! 19. 
My MOTA Decision 19. 
Ce details 16. 
Best MOTA games yet... 15. 
Side scrollers was: MOTA Side-Scroller vs FPS 15. 
game recording problem. 14. 
Hand to Hand Conbat? 14. 
Silverlight accessible or not? 14. 
Crisis averted 13. 
Technology Changes was Crisis averted 13. 
Anyone play core exiles? 12. 
seeking very basic chess instructions 12. 
work and games 12. 
combat drones 11. 
Game Chat Reminder 11. 
mota fists 11. 
Trade Offices in Core Exiles 11. 
CE getting started? 10. 
Core Exiles--Random news items 10. 
Liam 10. 
MOTA Preview for Beta 9 10. 
Preordering was MOTABeta 10. 
Scan screen for enemy ships 10. 
3D navigation 9. 
core-exiles 9. 
Hand Held Freeze Up Talking Category Game 9. 
mota help 9. 
the bonus level of monkey business 9. 
were to down load games? 9. 
L-Works 8. 
MOTA beta 8 8. 
Questions for all you game developers on the  list 8. 
Asking a technocal question. 7. 
Help in mota please 7. 
MOTA. 7. 
Original Games was Why can't we get a challenginggame 7. 
python compiler 7. 
tekken vs. Mortal Kombat 7. 
the sl maxpayne mod 7. 


Jim

What did the ghost open for the party? A bottle of booze, boo! boo!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] MOTA sounds

2009-11-01 Thread Phil Vlasak

Hi Thomas,
I noticed a file,
Player_Swing.wav
in the audio folder.
I don't think this is played in the current beta.
I do like it for a swing and miss sound.
I am not so happy about,
Use_Potion.wav
This sounds like she is pouring the potion out, not drinking it.
I am sure you can add a female gulp sound to this.
thanks,
Phil


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Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Phil,
Yeah, I know how that is. However, I thought it would be good to supply 
the list with the correct information so people didn't look for an extra 
key that didn't exist.
Not all of the keys on level 1 are necessary to complete the level, but 
most of them are. Since You'll probably want all of the torches there is 
no reason not to get all of the keys too.


Phil Vlasak wrote:

Hi Thomas,
I was going by memory and you know how that is sometimes!
I thought the most important thing is to find all the keys.
The first key teaches you that you need them to go further.
Do you need to find all 5 keys to get to the next level?
I never checked the room numbers but if people are going to refer to 
them, a list of rooms and what is in them would be good to have.

As for torches, I don't light one until after going through the water.
I use the arrow enter, arrow enter trick to check the floor at each step.
If I find a creature I kill it then go back with the above technique 
to make sure I didn't pass over anything valuable.

thanks,
Phil



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Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Mike,
No, it is not. At this point I've just really started adding all of the 
extra levels in beta 10. That is going to take at least a month or so to do.


Mike Maslo wrote:

The full version is not out as of yet is it?
  



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Re: [Audyssey] MOTA sounds

2009-11-01 Thread Thomas Ward

Hi Phil,
Actually, the file Player_Swing.wav is played when Angela swings off a 
rope, and yes I do know that file does get used in the game
As for a miss sound, when she misses a punch/kick, I've already added 
one in beta 10. So that end user request is already to go. Smile.
As for Use_Potion.wav I'll see what I can do. I'm sure I can dig out 
something to use for that sound.


Cheers!

Phil Vlasak wrote:

Hi Thomas,
I noticed a file,
Player_Swing.wav
in the audio folder.
I don't think this is played in the current beta.
I do like it for a swing and miss sound.
I am not so happy about,
Use_Potion.wav
This sounds like she is pouring the potion out, not drinking it.
I am sure you can add a female gulp sound to this.
thanks,
Phil


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Re: [Audyssey] mota help

2009-11-01 Thread Phil Vlasak

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help other 
people.

I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the 
locked rooms.
The reason I got confused is that you moved the keys around and I was 
remembering an earlier beta.

I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking the 
yellow door.
It doesn't have to be all keys and doors as I don't wish you to change 
something you already programmed.

thanks,
Phil 



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Re: [Audyssey] MOTA sounds

2009-11-01 Thread Phil Vlasak

Hi Thomas,
I had to try the swing sound jumping from the rope, and yes it does play but 
with the loud rope sound I never heard the swish.

And I thought you were sneaking in a sound from beta 10 to tempt us!
smiles,
Phil 



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Re: [Audyssey] mota help

2009-11-01 Thread Hayden Presley
So Beta 10 will be the full game of MOTA?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 01, 2009 11:09 AM
To: mmaslo1...@swbell.net; Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Mike,
No, it is not. At this point I've just really started adding all of the 
extra levels in beta 10. That is going to take at least a month or so to do.

Mike Maslo wrote:
 The full version is not out as of yet is it?
   


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Re: [Audyssey] 3D navigation

2009-11-01 Thread peter Mahach
I was also born blind and, although I have great hearing and I can rely a 
lot on the position of the sound heck, I can feel acoustic changes and I 
know if something's in front of me and I do understand the idea of boards in 
games like battleship, I just can't get the hang of fps games though I can 
get around kind of and eventualy beat the level, but at many points when I 
killed the monsters and knocked out equipment in the process in sod, I end 
up circling around, eventually quitting because of frustration.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 10:37 AM
Subject: Re: [Audyssey] 3D navigation



Once I learn my way around an area, I can visualize it as you do for the
most part.  In a game, especially one with a lot of stuff to work with, 
and

you do a lot of moving around, it's easy to get disoriented.  I was born
blind, and I'm still that way.  (grin)
---
In God we trust!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 11:56 AM
Subject: Re: [Audyssey] 3D navigation


Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers
on this list do have serious difficulties with spacial orientation
especially in games like Shades of Doom. As I don't seam to have this
problem I can't help but wonder what is the cause. Why do they have
difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to
discover what that issue is. Is it because I had sight for a long time
and maybe many of them did not? Were they perhaps born with some
inability to perceive spacial orientation such as yourself? Is there yet
some other cause I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to
construct the world in my minds eye. Seeing as I did have sight for many
years i generally know what things look like, and if someone describes
something to me I can construct a rough aproximation of it in my mind
with color, shape, and size. EVen if it doesn't look exactly as it is in
real life I can put it in its context in the real world. Take my living
room for example.

As I stand at the end of the hallway leading into the living room my
mind is able to imagine mental a image of a room in 3d that is about 20
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway
leading into the kitchen. Ahead of me is the front door, and to the
right of that is the couch. Above the couch are shelves containing
miscelanious items. Immediately to my right, directly in front of the
couch, is an entertainment set with a dvd player, our cable box, and on
top of that is our tv. Beside that is a telephone stand and a coat
closet. To Further to my right, along the far wall are windows, and
below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of
each item in the room as a single landmark or part of a whole, but i see
the whole of it in my mind. I don't know if someone born blind would be
able to do that or not. They certainly wouldn't be able to add color as
I can if they have never seen colors before. Regardless of the answer
I'm able to use that same mental image and apply it to games and see the
levels the same way I can mentally see my living room.

dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse
my spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to
another, construct any sort of map, or even basically understand
rotational exercises.
Frequently when walking around I will perceive an object either by
vision, touch or something else, and stil walk into it because my
ability to judge distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic
representations of land marks in various senses from visual to
auditory to tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land
marks around the maze, useful sfx etc,  I also make use of the
block graphics display.


My spacial difficulties are also why I cannot play games with a
spacial overview involved, such as solitare, the scrabble style word
puzles, and find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of
me on which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've
met people with literally no working vision who have amazing sense of
space,  take for example the blind painter, who could paint
entirely by mental representation!


I am in no way an average model for spacial awareness, as when I was
born I 

Re: [Audyssey] 3D navigation

2009-11-01 Thread Phil Vlasak

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one taught 
them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will give 
you the direction they would go even though it is opposite the way you need 
to go.
Many people could not say which way is east if they are facing north as they 
never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with something 
like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their floors with 
brail or talking indicators to locate where you are.

Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers
on this list do have serious difficulties with spacial orientation
especially in games like Shades of Doom. As I don't seam to have this
problem I can't help but wonder what is the cause. Why do they have
difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to
discover what that issue is. Is it because I had sight for a long time
and maybe many of them did not? Were they perhaps born with some
inability to perceive spacial orientation such as yourself? Is there yet
some other cause I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to
construct the world in my minds eye. Seeing as I did have sight for many
years i generally know what things look like, and if someone describes
something to me I can construct a rough aproximation of it in my mind
with color, shape, and size. EVen if it doesn't look exactly as it is in
real life I can put it in its context in the real world. Take my living
room for example.

As I stand at the end of the hallway leading into the living room my
mind is able to imagine mental a image of a room in 3d that is about 20
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway
leading into the kitchen. Ahead of me is the front door, and to the
right of that is the couch. Above the couch are shelves containing
miscelanious items. Immediately to my right, directly in front of the
couch, is an entertainment set with a dvd player, our cable box, and on
top of that is our tv. Beside that is a telephone stand and a coat
closet. To Further to my right, along the far wall are windows, and
below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of
each item in the room as a single landmark or part of a whole, but i see
the whole of it in my mind. I don't know if someone born blind would be
able to do that or not. They certainly wouldn't be able to add color as
I can if they have never seen colors before. Regardless of the answer
I'm able to use that same mental image and apply it to games and see the
levels the same way I can mentally see my living room.

dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse
my spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to
another, construct any sort of map, or even basically understand
rotational exercises.
Frequently when walking around I will perceive an object either by
vision, touch or something else, and stil walk into it because my
ability to judge distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic
representations of land marks in various senses from visual to
auditory to tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land
marks around the maze, useful sfx etc,  I also make use of the
block graphics display.


My spacial difficulties are also why I cannot play games with a
spacial overview involved, such as solitare, the scrabble style word
puzles, and find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of
me on which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've
met people with literally no working vision who have amazing sense of
space,  take for example the blind painter, who could paint
entirely by mental representation!


I am in no way an average model for spacial awareness, as when I was
born I did suffer brain damage from oxygen starvation,  and after
living for quite some time believe this is the area of my brain which
was damaged.

All this being said though, i totally 

Re: [Audyssey] 3D navigation

2009-11-01 Thread Willem

Hello.
While it might be true that many people may not have been taught all the 
necessary navigational skills  or find it more difficult, it shouldn't 
be a reason not to make a game 3d. In my experience struggling is a good 
teacher, though I also know that many people want everything handed to 
them. Another consequence of being spoiled because of their blindness.

Phil Vlasak wrote:

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one 
taught them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will 
give you the direction they would go even though it is opposite the 
way you need to go.
Many people could not say which way is east if they are facing north 
as they never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with 
something like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their floors 
with brail or talking indicators to locate where you are.

Phil

- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers
on this list do have serious difficulties with spacial orientation
especially in games like Shades of Doom. As I don't seam to have this
problem I can't help but wonder what is the cause. Why do they have
difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to
discover what that issue is. Is it because I had sight for a long time
and maybe many of them did not? Were they perhaps born with some
inability to perceive spacial orientation such as yourself? Is there yet
some other cause I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to
construct the world in my minds eye. Seeing as I did have sight for many
years i generally know what things look like, and if someone describes
something to me I can construct a rough aproximation of it in my mind
with color, shape, and size. EVen if it doesn't look exactly as it is in
real life I can put it in its context in the real world. Take my living
room for example.

As I stand at the end of the hallway leading into the living room my
mind is able to imagine mental a image of a room in 3d that is about 20
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway
leading into the kitchen. Ahead of me is the front door, and to the
right of that is the couch. Above the couch are shelves containing
miscelanious items. Immediately to my right, directly in front of the
couch, is an entertainment set with a dvd player, our cable box, and on
top of that is our tv. Beside that is a telephone stand and a coat
closet. To Further to my right, along the far wall are windows, and
below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of
each item in the room as a single landmark or part of a whole, but i see
the whole of it in my mind. I don't know if someone born blind would be
able to do that or not. They certainly wouldn't be able to add color as
I can if they have never seen colors before. Regardless of the answer
I'm able to use that same mental image and apply it to games and see the
levels the same way I can mentally see my living room.

dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse
my spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to
another, construct any sort of map, or even basically understand
rotational exercises.
Frequently when walking around I will perceive an object either by
vision, touch or something else, and stil walk into it because my
ability to judge distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic
representations of land marks in various senses from visual to
auditory to tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land
marks around the maze, useful sfx etc,  I also make use of the
block graphics display.


My spacial difficulties are also why I cannot play games with a
spacial overview involved, such as solitare, the scrabble style word
puzles, and find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of
me on which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've
met people with literally no working vision 

Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored 
key that matched a colored door. Certainly Montezuma's Revenge was that 
way. You had white keys for white doors, blue keys for blue doors, and 
red keys for red doors. However, as I've decided to stick to a more 
modern side-scroller format I'll probably just forget about the color 
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear 
you there. I've been playing the Tomb Raider games for 12-years, and 
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling 
a lever on the wall, others are unlocked with a key, and others are a 
type of trap door that you need to pass through by unlocking it in a 
special way.
For example, this passed year I've been playing the newest Tomb Raider 
game Underworld. In level 3, I think it is, Lara discovers her father 
had hidden Thor's gantlets in the family crypts beneath Croft Manner. 
Near the end of that level there is  a really cool trap door which I've 
been thinking about using in one of my Tomb Hunter games because it is 
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a 
trap door is hidden in the ceiling of the chamber. You have to walk Lara 
Croft over to the wheel, and press the action button on the joystick to 
get her to turn the wheel. As she turns the wheel counter clockwise the 
trap door slowly slides open above her. Of course, the trick is to get 
up there without it closing on Lara. The second you let go of the action 
button the wheel starts turning clockwise and the trap door starts 
closing. There is this wall nearby with hand holds in it you can climb 
up. Problem is by the time you make it about three-quarters up the wall 
the trap door is almost closed. The only way I've found to get through 
that trap door is to Have her do a jump upwards, grab hold of the ledge, 
and then use the vault command to have her vault through the doorway 
just before the trap door smashes the world's favorite archaeologist 
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite 
that complex, but they often used levers instead of keys to open various 
doors. One door I do remember from Tomb Raider Prophecy you opened it 
with a lever, but it was timed. If you didn't run through it in time the 
door would drop down and smash Lara Croft beneath it.  However, this 
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather 
or not you could make it below it or not. As that is a purely visual 
aspect I'm not exactly sure how I could convey the same information 
without using up precious time describing the status of the doors descent.


Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help 
other people.

I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the 
locked rooms.
The reason I got confused is that you moved the keys around and I was 
remembering an earlier beta.

I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking 
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to change 
something you already programmed.

thanks,
Phil

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Re: [Audyssey] MOTA sounds

2009-11-01 Thread Thomas Ward

Hi Phil,
Ah, I see. No, I didn't add the miss sound until beta 10.

Smile.

Phil Vlasak wrote:

Hi Thomas,
I had to try the swing sound jumping from the rope, and yes it does 
play but with the loud rope sound I never heard the swish.

And I thought you were sneaking in a sound from beta 10 to tempt us!
smiles,
Phil

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Re: [Audyssey] mota help

2009-11-01 Thread Thomas Ward

Hi Hayden,
Well, technically the game is not officially complete until 1.0 is 
released. So beta 10 won't necessarily be the full game, but it may be 
near complete.
Generally, a software product goes through various release stages. First 
you have the Alphas. An Alpha is essentially fresh code, known to have 
stability issues, and is far from a complete product. You might think of 
this as a very early rough draft of the game. Then, the software product 
goes to beta stage. During the beta cycle the game may be somewhat 
stable, but isn't a fully complete product. Finally, when the game is 
complete it goes through one cycle of testing called the release 
candidate stage. Release candidates is simply that. The public tests the 
product, looks for last minute bugs and corrections, and then they are 
fixed and it is released as 1.0.
So assuming beta 10 is the final beta I will have one possably two 
release candidates to make sure the game is stable, works well, and is 
ready to be released to the public as 1.0 stable. If so I'll release the 
game, and start taking orders.


HTH

Hayden Presley wrote:

So Beta 10 will be the full game of MOTA?
  



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Re: [Audyssey] 3D navigation

2009-11-01 Thread Thomas Ward

Peter,

Is there anything specifically about FPS games like Shades of Doom that 
confuses you. Any specific reason why you get lost, and anything I can 
do as a developer to make it easier for gamers like you to get full 
enjoyment out of the game?


I will say this about Shades of Doom though. Shades of Doom is a poor 
example of an FPS title, because the levels were intended to be a maze. 
In other words they are not logically layed out as a typical building, 
and I believe David Greenwood intentially made the levels difficult to 
navigate to add extra challenge to the game. Now, when anyone says FPS 
they automatically do the, I can't do that because Shades of Doom is 
too hard, even though most levels in sighted FPS games aren't quite 
that complex to navigate.


I think what is needed for people who have troubles with FPS games you 
need a simple example of an FPS game with a more normal layout. Rooms 
that aren't mazes and are more or less like you would find in real life. 
That said I personally like the maze factor as it really does add some 
additional challenge to the game.


Smile.


peter Mahach wrote:
I was also born blind and, although I have great hearing and I can 
rely a lot on the position of the sound heck, I can feel acoustic 
changes and I know if something's in front of me and I do understand 
the idea of boards in games like battleship, I just can't get the hang 
of fps games though I can get around kind of and eventualy beat the 
level, but at many points when I killed the monsters and knocked out 
equipment in the process in sod, I end up circling around, eventually 
quitting because of frustration.



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Re: [Audyssey] 3D navigation

2009-11-01 Thread Thomas Ward

Hi Phil,
Yeah, I do know when I was learning Shades of Doom saving the level as a 
braille map and printing it out did help me a lot in getting a view of 
the level. Unfortunately, braille printers are expensive and very fiew 
blind people I know have one. So that is one reason I never added a 
braille mapping feature.
Besides that when I do begin creating full 3d FPS games I'm not quite 
sure how I could indicate that room x is above room y unless I have two 
maps showing the level floor by floor, but then the relationship between 
the two floors is probably lost.


Smile.

Phil Vlasak wrote:

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one 
taught them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will 
give you the direction they would go even though it is opposite the 
way you need to go.
Many people could not say which way is east if they are facing north 
as they never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with 
something like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their floors 
with brail or talking indicators to locate where you are.

Phil



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Re: [Audyssey] Audyssey thread report for October 2009

2009-11-01 Thread Charles Rivard
Just a thought:  Notice that the top 5 threads deal with the same game? 
It's going to be big when it comes out, and I'll bet the list is busy with 
it.
---
In God we trust!
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Sunday, November 01, 2009 12:05 AM
Subject: [Audyssey] Audyssey thread report for October 2009



There were 245 thread titles. Here are the top 50.

Heather Voice in Mota Beta 8 56.
MOTA Side-Scroller vs FPS 50.
Any MOTA Beta 8 feedback? 46.
80's games suggestion 41.
Why can't we get a challenging game for once? wasMOTA 38.
Crysis! 30.
tekken versus Mortal Kombat 30.
Entombed Query 24.
Questions for all you game developers on the list 23.
Malls on ce? 21.
Mach 1 tts 20.
I did it! 19.
My MOTA Decision 19.
Ce details 16.
Best MOTA games yet... 15.
Side scrollers was: MOTA Side-Scroller vs FPS 15.
game recording problem. 14.
Hand to Hand Conbat? 14.
Silverlight accessible or not? 14.
Crisis averted 13.
Technology Changes was Crisis averted 13.
Anyone play core exiles? 12.
seeking very basic chess instructions 12.
work and games 12.
combat drones 11.
Game Chat Reminder 11.
mota fists 11.
Trade Offices in Core Exiles 11.
CE getting started? 10.
Core Exiles--Random news items 10.
Liam 10.
MOTA Preview for Beta 9 10.
Preordering was MOTABeta 10.
Scan screen for enemy ships 10.
3D navigation 9.
core-exiles 9.
Hand Held Freeze Up Talking Category Game 9.
mota help 9.
the bonus level of monkey business 9.
were to down load games? 9.
L-Works 8.
MOTA beta 8 8.
Questions for all you game developers on the  list 8.
Asking a technocal question. 7.
Help in mota please 7.
MOTA. 7.
Original Games was Why can't we get a challenginggame 7.
python compiler 7.
tekken vs. Mortal Kombat 7.
the sl maxpayne mod 7.

 Jim

What did the ghost open for the party? A bottle of booze, boo! boo!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Audyssey babble report for October 2009

2009-11-01 Thread Charles Rivard
Here again, I'll bet that most of the messages dealt with MOTA.  Another 
indication of a soon to be released game of awesomeness, if that is a word?
---
In God we trust!
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Sunday, November 01, 2009 12:05 AM
Subject: [Audyssey] Audyssey babble report for October 2009



 107 people posted 1258 messages.

 231 From, Thomas Ward.
 138 From, dark.
 117 From, Bryan Peterson.
 103 From, shaun everiss.
 50 From, Charles Rivard.
 43 From, Darren Harris.
 29 From, Hayden Presley.
 29 From, Jim Kitchen.
 29 From, Johnny Tai.
 27 From, Hayri Tulumcu.
 26 From, Kevin Weispfennig.
 24 From, Clement Chou.
 22 From, Phil Vlasak.
 18 From, william lomas.
 16 From, Orin.
 16 From, Ryan Strunk.
 15 From, peter Mahach.
 15 From, Yohandy.
 13 From, Scott Chesworth.
 11 From, David Chittenden.
 11 From, Matheus.
 10 From, Gamers Chat Robot.
 10 From, William L. Houts.
 9 From, Liam Erven.
 9 From, Oriol Gómez.
 9 From, The Kolesar Brothers.
 8 From, Angellko21.
 8 From, Raul A. Gallegos.
 7 From, dan.
 7 From, Nick Helms.
 6 From, Chastity MORSE.
 6 From, Constantine.
 6 From, James Dietz.
 6 From, Lisa Hayes.
 6 From, Munawar Bijani.
 6 From, Tristan B.
 5 From, jaffar.
 5 From, Jason Allen.
 5 From, Jeremy Hartley.
 5 From, matheus.
 5 From, mike maslo.
 5 From, Mike Maslo.
 5 From, Milos Przic.
 5 From, Valiant8086.
 4 From, Aiden Gardiner.
 4 From, darren_g_harris.
 4 From, James Howard.
 4 From, Nicol Oosthuizen.
 4 From, simon dowling.
 3 From, Ann Tate.
 3 From, Chad Fenton.
 3 From, Cory Kadlik.
 3 From, Dakotah Rickard.
 3 From, ian mcnamara.
 3 From, Ken.
 3 From, Richard Sherman.
 3 From, Ryan Chou.
 3 From, Ryan Conroy.
 3 From, Wil James.
 2 From, Allen.
 2 From, Casey Mathews.
 2 From, clement chou.
 2 From, Curtis Jackson.
 2 From, Dean Masters.
 2 From, Earle.
 2 From, Gary Whittington.
 2 From, Greg.
 2 From, James Homuth.
 2 From, Jana Benscha.
 2 From, Josh.
 2 From, Kellie and my lovable Lady J..
 2 From, krishna.
 2 From, Louise Keel.
 2 From, Mich.
 2 From, Nick gomberg.
 2 From, Nicol.
 2 From, Peter Mahach.
 2 From, Philip Bennefall.
 2 From, Pranav Lal.
 2 From, RONALD HOPKINS.
 2 From, Stephen.
 2 From, tomasz tworek.
 2 From, Willem.
 1 From, Allen.
 1 From, Allison Mervis.
 1 From, Blind Trek.
 1 From, Brandon Misch.
 1 From, ChB.
 1 From, Che.
 1 From, Chris Hallsworth.
 1 From, CSF inc..
 1 From, Donna Jodhan.
 1 From, equest1.
 1 From, Gamers List Guidelines Robot.
 1 From, Gandalf.
 1 From, Jacob Kruger.
 1 From, jacobk.
 1 From, Jennifer Claudio.
 1 From, Marsha.
 1 From, Mauricio Almeida.
 1 From, Michael Feir.
 1 From, Nicol.
 1 From, Ryan Smith.
 1 From, Sky Taylor.
 1 From, Steve Crawford.
 1 From, Tristan.
 1 From, Trouble.

Archive file size 4017404 bytes

 Jim

What did the ghost open for the party? A bottle of booze, boo! boo!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] 3D navigation

2009-11-01 Thread Kellie and my lovable Lady J.
This is much how I think as well. Though I also had perfect vision or the 
first 8 years and remember things clearly. I actually think in visually 
terms still and can read maps pretty easily.
But maybe that is why I don't have as hard of a time navigating in monkey 
business. My husband is also good at monkey business and he saw until he was 
15 so who knows.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 30, 2009 5:53 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

That happens to me from time to time too, but I do have very good spacial 
orientation skills which is a huge plus in my favor.  As a result I 
generally don't have a lot of problems getting around the levels in Monkey 
Business. One reason I believe I am so good at Monkey Business, Sarah, or 
Shades of Doom, is even though I'm totally blind now I still think like a 
sighted person. I'm able to see the level in my head and put doors, items, 
staircases, whatever in their proper relationship to each other. I'm able 
to see an entire level like a 2d map with this or that to the south, this 
or that to the east, something else is west of here, etc.


So from what you and Scott both have said I gather blind people generally 
don't think like this. They think of an area not as a whole, but only in 
terms from getting from one landmark to the next. This is completely 
foreign to me, and would be for anyone who has been sighted for very long. 
This sounds to me like a very big difference in perception from a sighted 
person's  point of view of the world and a blind person's point of view of 
the world. If so that would explain why I don't have problems getting 
around games like Shades of Doom, and why so many others can't make heads 
or tails out of the mazes. They litterally have no sense of depth, shape, 
and how things relate to one another in the real world.



dark wrote:
I love the sound effects and environmnet of the game too,  I just 
find the unprecise nature of the game's navigation features rather gets 
on my nerves.


there's personally nothing more annoying than hereing an object beacon, 
walking towards it only to walk past, then attempting to find it only to 
realize it's on the other side of some complicated wall Terrain.


I admit though, my senses of both space and navigation are pretty 
abyssmal,  even in real life (I remember all my routes by land marks, 
not by any sort of relations betwene the places I'm going), which is 
probably why i personally need such a handy navigation system as the one 
in the Gma engine and terraformers.


Beware the grue!

dark.



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Re: [Audyssey] Monkey Business - Re: 3D navigation

2009-11-01 Thread Kellie and my lovable Lady J.

Hey Charles,
Now that is the one part that I just couldn't figure out.  I just can't 
quite get it. lol When I think I understand... I don't. lol My husband 
didn't get it either so... at least we know we aren't the only ones.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 1:37 PM
Subject: [Audyssey] Monkey Business - Re: 3D navigation


How have you done on the bonus level?  I've never beaten this fun game, 
but

have heard that people can't get anywhere with the bonus level.  Just
curious.  Thanks.
---
In God we trust!
- Original Message - 
From: Kellie and my lovable Lady J. pebbles...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 30, 2009 8:18 AM
Subject: Re: [Audyssey] 3D navigation


now I like monkey business. I have beaten the game it it is personally one
of my favorite games out there. I love the 3d sound effects and find the
difficulty the greatest part about it. I would love to see more games like
that.
Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com


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[Audyssey] What size vid cards will work with fsx?

2009-11-01 Thread The Kolesar Brothers
To my fellow blind fliers.
I now have a registered copy of fsx gold.
Like most of us though we have a low end on board vid card since most of our 
needs is audio and not much video.
So I was wondering what size vid card would work with Microsoft Flight 
simulator and roughly how much would it be.
So in short, could someone get away with a 16 bit card, a 32 bit card or a 
64 bit card for fsx and roughly how much would they be.
This might have to be a Christmas project.
Thanks
Ron who hopes to be one of the blind pilots soon.

Matt  Ron Kolesar  there great Dogs!

kolesar16...@roadrunner.com 


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Re: [Audyssey] mota help

2009-11-01 Thread Phil Vlasak

Hi Thomas,
The only way I was able to get those timed situations working well was to 
have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance to 
you either in a normal voice which was ahead of you or in a deep voice which 
was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you as 
they changed rows.
David did a countdown in his SOD timed mines and I am adding a countdown in 
Sarah to spells that are timed to end.

Even Star Trek had a count down voice for when the ship would self destruct.
So having a trap door that counts down to when it is closed is realistic.
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling
a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk Lara
Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the action
button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the ledge,
and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open various
doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time the
door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather
or not you could make it below it or not. As that is a purely visual
aspect I'm not exactly sure how I could convey the same information
without using up precious time describing the status of the doors descent.

Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help
other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the
locked rooms.
The reason I got confused is that you moved the keys around and I was
remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to change
something you already programmed.
thanks,
Phil

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Re: [Audyssey] mota help

2009-11-01 Thread Hayden Presley
So in other words, Beta 10 will just be level 1?
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 01, 2009 2:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Hayden,
Well, technically the game is not officially complete until 1.0 is 
released. So beta 10 won't necessarily be the full game, but it may be 
near complete.
Generally, a software product goes through various release stages. First 
you have the Alphas. An Alpha is essentially fresh code, known to have 
stability issues, and is far from a complete product. You might think of 
this as a very early rough draft of the game. Then, the software product 
goes to beta stage. During the beta cycle the game may be somewhat 
stable, but isn't a fully complete product. Finally, when the game is 
complete it goes through one cycle of testing called the release 
candidate stage. Release candidates is simply that. The public tests the 
product, looks for last minute bugs and corrections, and then they are 
fixed and it is released as 1.0.
So assuming beta 10 is the final beta I will have one possably two 
release candidates to make sure the game is stable, works well, and is 
ready to be released to the public as 1.0 stable. If so I'll release the 
game, and start taking orders.

HTH

Hayden Presley wrote:
 So Beta 10 will be the full game of MOTA?
   


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Re: [Audyssey] mota help

2009-11-01 Thread Willem
Wouldn't pitch or volume also work? Say have the volume  increase as the 
gap gets smaller. This could make judging the dash through the trapdoor 
harder, but it would be more realistic as well.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was 
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance 
to you either in a normal voice which was ahead of you or in a deep 
voice which was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you 
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a 
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self 
destruct.

So having a trap door that counts down to when it is closed is realistic.
Phil

- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling
a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk Lara
Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the action
button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the ledge,
and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open various
doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time the
door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather
or not you could make it below it or not. As that is a purely visual
aspect I'm not exactly sure how I could convey the same information
without using up precious time describing the status of the doors 
descent.


Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help
other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the
locked rooms.
The reason I got confused is that you moved the keys around and I was
remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to change
something you already programmed.
thanks,
Phil

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Re: [Audyssey] 3D navigation

2009-11-01 Thread peter Mahach
well thomas, I'm not exactly sure, however I can give a great example of a 
game I could quickly get out of circling, that game being entombed. the 
first thing that could tell me I'm iomewhere I explored was the squishing 
sound of enemy corpses and the coordinates key said if I have been or have 
not been here before. but the cool part is the slash key. it gives a message 
of something like this. nearest unexplored space: west, 1. north, 2. east, 
3. north, 2. west, 7... and so on.you could call it a gps of sorts that 
doesn't spoil anything but it can certainly lead you out of circling. but 
being the game is more based on squares like treasure hunt I see a different 
way that'd be more suited for an full fps game. up on pressing a key you 
could hear something like area locator on. go straight... turn east here... 
climb this ladder... or something like that until you reach the area. then 
it could say unexplored space located. area navigator off. another thing 
could be sound landmarks. for instance in monkey business almost on every 
level there are different ambiences that only add to the atmosphere yet aid 
in navigation. ah, I've been here before... so let's go another way. I 
know this isn't suited for something like mota unless you could use 
different drips, wind howls for different areas but in something like a star 
trek game that could work better with sounds of people working with pads... 
the warp core in the middle of the room... etc. hth.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 10:03 PM
Subject: Re: [Audyssey] 3D navigation



Peter,

Is there anything specifically about FPS games like Shades of Doom that 
confuses you. Any specific reason why you get lost, and anything I can do 
as a developer to make it easier for gamers like you to get full enjoyment 
out of the game?


I will say this about Shades of Doom though. Shades of Doom is a poor 
example of an FPS title, because the levels were intended to be a maze. In 
other words they are not logically layed out as a typical building, and I 
believe David Greenwood intentially made the levels difficult to navigate 
to add extra challenge to the game. Now, when anyone says FPS they 
automatically do the, I can't do that because Shades of Doom is too 
hard, even though most levels in sighted FPS games aren't quite that 
complex to navigate.


I think what is needed for people who have troubles with FPS games you 
need a simple example of an FPS game with a more normal layout. Rooms that 
aren't mazes and are more or less like you would find in real life. That 
said I personally like the maze factor as it really does add some 
additional challenge to the game.


Smile.


peter Mahach wrote:
I was also born blind and, although I have great hearing and I can rely a 
lot on the position of the sound heck, I can feel acoustic changes and I 
know if something's in front of me and I do understand the idea of boards 
in games like battleship, I just can't get the hang of fps games though I 
can get around kind of and eventualy beat the level, but at many points 
when I killed the monsters and knocked out equipment in the process in 
sod, I end up circling around, eventually quitting because of 
frustration.



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Re: [Audyssey] mota help

2009-11-01 Thread David Chittenden

Hello,

For those closing doors, you can have a grinding sound which gets louder 
as the door gets closer to closing, or you can have the pitch of the 
sound decrease as the door gets closer to being closed. The only thing 
is, you would need to place the sounds in the training area so the 
player knows what they mean.


David Chittenden, MS, CRC, MRCAA


Thomas Ward wrote:

Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored 
key that matched a colored door. Certainly Montezuma's Revenge was 
that way. You had white keys for white doors, blue keys for blue 
doors, and red keys for red doors. However, as I've decided to stick 
to a more modern side-scroller format I'll probably just forget about 
the color coding for doors and keys.
As for using something other than keys to unlock and open doors I hear 
you there. I've been playing the Tomb Raider games for 12-years, and 
I've seen a lot of pretty cool doors/traps. Some are unlocked by 
pulling a lever on the wall, others are unlocked with a key, and 
others are a type of trap door that you need to pass through by 
unlocking it in a special way.
For example, this passed year I've been playing the newest Tomb Raider 
game Underworld. In level 3, I think it is, Lara discovers her father 
had hidden Thor's gantlets in the family crypts beneath Croft Manner. 
Near the end of that level there is  a really cool trap door which 
I've been thinking about using in one of my Tomb Hunter games because 
it is so cool.
Basically, there is this chamber with a giant wheel on the wall, and a 
trap door is hidden in the ceiling of the chamber. You have to walk 
Lara Croft over to the wheel, and press the action button on the 
joystick to get her to turn the wheel. As she turns the wheel counter 
clockwise the trap door slowly slides open above her. Of course, the 
trick is to get up there without it closing on Lara. The second you 
let go of the action button the wheel starts turning clockwise and the 
trap door starts closing. There is this wall nearby with hand holds in 
it you can climb up. Problem is by the time you make it about 
three-quarters up the wall the trap door is almost closed. The only 
way I've found to get through that trap door is to Have her do a jump 
upwards, grab hold of the ledge, and then use the vault command to 
have her vault through the doorway just before the trap door smashes 
the world's favorite archaeologist flat. It is a unique and very cool 
trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite 
that complex, but they often used levers instead of keys to open 
various doors. One door I do remember from Tomb Raider Prophecy you 
opened it with a lever, but it was timed. If you didn't run through it 
in time the door would drop down and smash Lara Croft beneath it.  
However, this might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage 
weather or not you could make it below it or not. As that is a purely 
visual aspect I'm not exactly sure how I could convey the same 
information without using up precious time describing the status of 
the doors descent.


Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help 
other people.

I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in 
the locked rooms.
The reason I got confused is that you moved the keys around and I was 
remembering an earlier beta.

I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking 
the yellow door.
It doesn't have to be all keys and doors as I don't wish you to 
change something you already programmed.

thanks,
Phil

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Re: [Audyssey] 3D navigation

2009-11-01 Thread David Chittenden
When I was in school learning geometry, the braille diagrams used dashes 
rather than complete lines to symbolize lines which were hidden from 
view. Something like that could be used to show rooms which are under 
other rooms in a level.


David Chittenden, MS, CRC, MRCAA


Thomas Ward wrote:

Hi Phil,
Yeah, I do know when I was learning Shades of Doom saving the level as 
a braille map and printing it out did help me a lot in getting a view 
of the level. Unfortunately, braille printers are expensive and very 
fiew blind people I know have one. So that is one reason I never added 
a braille mapping feature.
Besides that when I do begin creating full 3d FPS games I'm not quite 
sure how I could indicate that room x is above room y unless I have 
two maps showing the level floor by floor, but then the relationship 
between the two floors is probably lost.


Smile.

Phil Vlasak wrote:

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one 
taught them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will 
give you the direction they would go even though it is opposite the 
way you need to go.
Many people could not say which way is east if they are facing north 
as they never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with 
something like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their 
floors with brail or talking indicators to locate where you are.

Phil



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Re: [Audyssey] mota help

2009-11-01 Thread Phil Vlasak

Hi Willem,
The problem with pitch or volume is they are continuous and unless you 
practice a lot you would not know what pitch or volume equaled the point the 
trap door would be too narrow for you to slip through.
One way would be to have the trap door make clank sounds such as made by 
spokes on a wheel.
Then you could count the clanks in a test, and if there was twenty, you 
could press the button and get under before the 20 clanks sounded.

Phil


- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 6:00 PM
Subject: Re: [Audyssey] mota help



Wouldn't pitch or volume also work? Say have the volume  increase as the
gap gets smaller. This could make judging the dash through the trapdoor
harder, but it would be more realistic as well.
Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance
to you either in a normal voice which was ahead of you or in a deep
voice which was ghosts behind you.

Or in Space invaders where the invaders spoke their distance from you
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self
destruct.
So having a trap door that counts down to when it is closed is realistic.
Phil

- Original Message - From: Thomas Ward
thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling
a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk Lara
Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the action
button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the ledge,
and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open various
doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time the
door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage weather
or not you could make it below it or not. As that is a purely visual
aspect I'm not exactly sure how I could convey the same information
without using up precious time describing the status of the doors
descent.

Smile.


Phil Vlasak wrote:

Hi Thomas,
I am working on a walk through for MOTA for myself but it may help
other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the
locked rooms.
The reason I got confused is that you moved the keys around and I was
remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the 

Re: [Audyssey] 3D navigation

2009-11-01 Thread dark
As an exploration fan I enjoy mazes, sinse they give me a wide variety of 
different rooms to explore, always with the possibility of meeting something 
new, and actuallly Tom i was hoping for a maze or two in the tomb hunter 
games later on.


In shades as I said, the navigation features I found perfectly adequate 
despite my own spacial difficulties.


That's one reason though when discussing 3D games I try to talk about the 
Gma engine as a hole and terraformers.


If people want to get used to the engine and navigating with it, I'd 
personally advise playing Gma tank commander.


while obviously not strictly an fps game,  sinse your driving a tank, it 
does use the same scans, marks and other nav aides, and apart from the 
second stage in the it's areas are incredibly open.


Even the town stage is imho very easy to navigate, - especially sinse 
you can always read the manual's stage descriptions if your too stuck.


Beware the grue!

Dark. 



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Re: [Audyssey] 3D navigation

2009-11-01 Thread dark
I'm not sure on the unexplored space navigator,  sinse discovering ropes 
to climb etc would be part of the challenge of the game for me.


Maybe it could tell you roughly where the nearest unexplored area was,   
and leave getting there up to you,  Eg, east 30 meters, or down 10 if it 
was space on another floor.


I totally agree with peter here about the ambient sounds,  though i well 
suspect this is already planned for Mota anyway.


this is something I've used significantly in Shades, Sarah and Gma tank 
commander, which has helped hugely!


Beware the Grue!

dark. 



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Re: [Audyssey] 3D navigation

2009-11-01 Thread Willem
I'm with you there dark, I won't mind the odd maze here and there. Even 
accidentally getting my head chopped off by a door isn't a problem lol. 
Though mindless difficulty isn't fun either, but that's where 
exploration comes in.

dark wrote:
As an exploration fan I enjoy mazes, sinse they give me a wide variety 
of different rooms to explore, always with the possibility of meeting 
something new, and actuallly Tom i was hoping for a maze or two in the 
tomb hunter games later on.


In shades as I said, the navigation features I found perfectly 
adequate despite my own spacial difficulties.


That's one reason though when discussing 3D games I try to talk about 
the Gma engine as a hole and terraformers.


If people want to get used to the engine and navigating with it, I'd 
personally advise playing Gma tank commander.


while obviously not strictly an fps game,  sinse your driving a 
tank, it does use the same scans, marks and other nav aides, and apart 
from the second stage in the it's areas are incredibly open.


Even the town stage is imho very easy to navigate, - especially 
sinse you can always read the manual's stage descriptions if your too 
stuck.


Beware the grue!

Dark.

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Re: [Audyssey] 3D navigation

2009-11-01 Thread Ken
Quake is an excellent example of a good FPS game.  The only thing I could 
think to add would be stereo positioning of the wall scrapes so you know 
exactly where that wall is and can get away from it.  Okay, I thought of 
another thing.  I'd be willing to give up my axe for a bouncing ball that 
when you let it go, it bounces all the way down to the end of the hallway, 
hits the wall and either stops or zooms down the next corridor, stopping 
when it's out of hearing range.





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- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 4:03 PM
Subject: Re: [Audyssey] 3D navigation



Peter,

Is there anything specifically about FPS games like Shades of Doom that 
confuses you. Any specific reason why you get lost, and anything I can do 
as a developer to make it easier for gamers like you to get full enjoyment 
out of the game?


I will say this about Shades of Doom though. Shades of Doom is a poor 
example of an FPS title, because the levels were intended to be a maze. In 
other words they are not logically layed out as a typical building, and I 
believe David Greenwood intentially made the levels difficult to navigate 
to add extra challenge to the game. Now, when anyone says FPS they 
automatically do the, I can't do that because Shades of Doom is too 
hard, even though most levels in sighted FPS games aren't quite that 
complex to navigate.


I think what is needed for people who have troubles with FPS games you 
need a simple example of an FPS game with a more normal layout. Rooms that 
aren't mazes and are more or less like you would find in real life. That 
said I personally like the maze factor as it really does add some 
additional challenge to the game.


Smile.


peter Mahach wrote:
I was also born blind and, although I have great hearing and I can rely a 
lot on the position of the sound heck, I can feel acoustic changes and I 
know if something's in front of me and I do understand the idea of boards 
in games like battleship, I just can't get the hang of fps games though I 
can get around kind of and eventualy beat the level, but at many points 
when I killed the monsters and knocked out equipment in the process in 
sod, I end up circling around, eventually quitting because of 
frustration.



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Re: [Audyssey] mota help

2009-11-01 Thread Kellie and my lovable Lady J.
But wouldn't the guess work be part of the challenge? I mean, in all honesty 
I don't know how feasible it would be to try that. But, in Jim's baseball 
game wen the sound is moving from the left to teh right speaker, practice is 
what helps you succeed. Just like a sighted player has to estimate the gap 
and if they are wrong? they get hit. I think the idea of it getting louder 
as it is closing, interesting.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 4:24 PM
Subject: Re: [Audyssey] mota help



Hi Willem,
The problem with pitch or volume is they are continuous and unless you 
practice a lot you would not know what pitch or volume equaled the point 
the trap door would be too narrow for you to slip through.
One way would be to have the trap door make clank sounds such as made by 
spokes on a wheel.
Then you could count the clanks in a test, and if there was twenty, you 
could press the button and get under before the 20 clanks sounded.

Phil


- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 6:00 PM
Subject: Re: [Audyssey] mota help



Wouldn't pitch or volume also work? Say have the volume  increase as the
gap gets smaller. This could make judging the dash through the trapdoor
harder, but it would be more realistic as well.
Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance
to you either in a normal voice which was ahead of you or in a deep
voice which was ghosts behind you.

Or in Space invaders where the invaders spoke their distance from you
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self
destruct.
So having a trap door that counts down to when it is closed is 
realistic.

Phil

- Original Message - From: Thomas Ward
thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 3:44 PM
Subject: Re: [Audyssey] mota help



Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored
key that matched a colored door. Certainly Montezuma's Revenge was that
way. You had white keys for white doors, blue keys for blue doors, and
red keys for red doors. However, as I've decided to stick to a more
modern side-scroller format I'll probably just forget about the color
coding for doors and keys.
As for using something other than keys to unlock and open doors I hear
you there. I've been playing the Tomb Raider games for 12-years, and
I've seen a lot of pretty cool doors/traps. Some are unlocked by 
pulling

a lever on the wall, others are unlocked with a key, and others are a
type of trap door that you need to pass through by unlocking it in a
special way.
For example, this passed year I've been playing the newest Tomb Raider
game Underworld. In level 3, I think it is, Lara discovers her father
had hidden Thor's gantlets in the family crypts beneath Croft Manner.
Near the end of that level there is  a really cool trap door which I've
been thinking about using in one of my Tomb Hunter games because it is
so cool.
Basically, there is this chamber with a giant wheel on the wall, and a
trap door is hidden in the ceiling of the chamber. You have to walk 
Lara

Croft over to the wheel, and press the action button on the joystick to
get her to turn the wheel. As she turns the wheel counter clockwise the
trap door slowly slides open above her. Of course, the trick is to get
up there without it closing on Lara. The second you let go of the 
action

button the wheel starts turning clockwise and the trap door starts
closing. There is this wall nearby with hand holds in it you can climb
up. Problem is by the time you make it about three-quarters up the wall
the trap door is almost closed. The only way I've found to get through
that trap door is to Have her do a jump upwards, grab hold of the 
ledge,

and then use the vault command to have her vault through the doorway
just before the trap door smashes the world's favorite archaeologist
flat. It is a unique and very cool trap in my opinion.
The Tomb Raider side-scrollers I don't believe they had anything quite
that complex, but they often used levers instead of keys to open 
various

doors. One door I do remember from Tomb Raider Prophecy you opened it
with a lever, but it was timed. If you didn't run through it in time 
the

door would drop down and smash Lara Croft beneath it.  However, this
might be too tricky for someone who is blind.
As I recall you could see the door coming down so you could gage 
weather