Re: [Audyssey] BGT Version 1.1 Released!
I just downloaded the new version. Impressive. Thanks Philip. On 11/17/11, Tim Kilgore tim8...@cox.net wrote: Hey Phollip,when I open BGT it automatically asks me to open a script file but I haven't created one yet. Do I just try to create a script file in notepad or something? Thanks Tim - Original Message - From: Philip Bennefall phi...@blastbay.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 11:13 AM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hi Christina, BGT is a development tool for those wanting to make an audio game. I use it to create Perilous Hearts, for instance. Kind regards, Philip Bennefall - Original Message - From: Christina greensleev...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:11 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hi. Is this a game or developer's tools? Christina - Original Message - From: Philip Bennefall phi...@blastbay.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 11:51 AM Subject: [Audyssey] BGT Version 1.1 Released! Hi all! After nearly a year in development, version 1.1 of the BGT engine is now available for download! It features the largest set of changes yet in its release history, most of which are features requested by end users. It includes mouse support, screen reader support, a pathfinder to make it easier when adding artificial intelligence to your game, improved Sapi support where you are now able to enumerate and change voices, and tons more. The change log is a bit too long to paste in an email to the list, so I invite those who are curious to go grab the new installer and have a look! Thanks to all of those who provided suggestions and ideas, bug reports and other general feedback over these two years. Without all of this, the BGT engine would not be what it is today. Thank you! Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] BGT Version 1.1 Released!
Hi aprone. I actually think you have indeed made an impact just in the games that you've created, sinse they've each offered something rather different to what was expected in audio before, whether that's the first online fps (something people have wanted ever sinse shades of doom was released ten years ago), not to mention mouse aiming, detailed Ai in controllable characters, An eco simulation (completely new for audio games), and mouse action in an arcade game. heck even towers of war is pretty unique. My only real issue in terms of the games you create, is that while the concept and ideas are great and distinctly unique, you seem to spend more time adding new concepts than content. For instance, castaways could've easily run to many more missions and job types even just with the gameplay structure that is already in place, indeed I'm extremely sorry that the game never got to the point where you could run an entire town, build a castle and have everyone from sculpters to embroiderers to pig farmers. The framework and rules of the game are there and it plays exceptionally well, but where as a game that could potentially run to hundreds of hours of content only runs for a few. the quality is great, but the quantity could certainly be improved upon. towers of war and daytona fall very much into the same catagory, and Temporal stil I believe is in beta phase as far as I could determine. I can't speak for Swamp sinse I've not tried that really yet, but thus far the only game which seems to be utterly complete according to it's concept, ie, which has enough content to fill out the great ideas, is Lunimals. Is this a cryticism? no, as I said the games are awsome, but perhaps it's a design point you could considder in the future. While I understand the point of having many projects on the go at once, indeed your output in number of games is pretty staggering! the disadvantage here is that some of your games end up feeling shorter than they ought to, which given the quality of the games themselves is quite a shame really. Beware the grue! dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] castaways multi characters? and saving
hi list. in castaways, can you save your game on different missions? And can you have multi characters? Thanks for your help. Another question totally off topic here, are there any basketball games out there for the blind? jess --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] BGT Version 1.1 Released!
Dark I completely agree. I was referring to the concepts over content, but I do agree with the impact thing too. It's just that the impact I've made is still worlds away from the community impact of BGT. I'll get there with time, but I'm fully aware of my current standings. :) If being totally honest, concepts have been my goal more than content, thus far. If the community is swarming with racing games, someone needs to jump in with a fighting game. In the same spirit, when I arrived I adopted a programming goal that's a bit different than most. That has led to some interesting debates and perhaps even arguments at times, but the variety is important. If everyone did things how I do them, it would be just as bad as if no one did. It's all about finding the path least traveled and exploiting it for all of its unique benefits. In this community I've chosen the path of the rapid development guy who is pushing new concepts. While many rightfully choose to hold out for quality, I race to supply the community with quantity, in the number of games and applications I mean. Instead of 1 title per year, it is quite a few. When it comes to game concepts vs content, I am choosing to sacrifice longer games in favor of getting more ideas out. I could be mistaken, but I'm hoping that each new concept I demonstrate adds to the overall bank of ideas that other developers are pulling from. Perhaps Lunimals has already started some other developer working on his own game in the sim genre, or maybe Swamp is going to launch a wave of mouse driven games. I'm doing my best to push us as far away as possible from the audiogames = space invaders mentality that was clearly pretty prevalent at some point before my time here. :) If I reach a point where I feel new concepts are no longer beneficial, I'll probably switch gears. Isf game development continues to grow as rapidly as it has been, I'll probably switch out of the rapid game development approach. If I'd arrived to find a community full of rapid prototypers you would have been dealing with Aprone, the guy who pushes for higher quality standards. Wow I just realized how long this message probably is! I'm going to just keep filling in where I think the community needs attention, and I do plan to tackle hardware as soon as I can. The prices of devices, and the lack of new ones being developed, is ridiculous! If I'm at all able, I plan to have super cheap Aprone-built equipment to replace things like Braille displays, embossers, and tactile displays. And then, of course, I hope others will follow along behind me advancing it even more. Dude I wrote like 4 long paragraphs! Whoops, I didn't meant to hijack Phillip's BGT thread. In conclusion, Yay BGT 1.1, woo hoo! :D Hi aprone. I actually think you have indeed made an impact just in the games that you've created, sinse they've each offered something rather different to what was expected in audio before, whether that's the first online fps (something people have wanted ever sinse shades of doom was released ten years ago), not to mention mouse aiming, detailed Ai in controllable characters, An eco simulation (completely new for audio games), and mouse action in an arcade game. heck even towers of war is pretty unique. My only real issue in terms of the games you create, is that while the concept and ideas are great and distinctly unique, you seem to spend more time adding new concepts than content. For instance, castaways could've easily run to many more missions and job types even just with the gameplay structure that is already in place, indeed I'm extremely sorry that the game never got to the point where you could run an entire town, build a castle and have everyone from sculpters to embroiderers to pig farmers. The framework and rules of the game are there and it plays exceptionally well, but where as a game that could potentially run to hundreds of hours of content only runs for a few. the quality is great, but the quantity could certainly be improved upon. towers of war and daytona fall very much into the same catagory, and Temporal stil I believe is in beta phase as far as I could determine. I can't speak for Swamp sinse I've not tried that really yet, but thus far the only game which seems to be utterly complete according to it's concept, ie, which has enough content to fill out the great ideas, is Lunimals. Is this a cryticism? no, as I said the games are awsome, but perhaps it's a design point you could considder in the future. While I understand the point of having many projects on the go at once, indeed your output in number of games is pretty staggering! the disadvantage here is that some of your games end up feeling shorter than they ought to, which given the quality of the games themselves is quite a shame really. Beware the grue! dark. --- Gamers mailing list __ Gamers@audyssey.org
Re: [Audyssey] castaways multi characters? and saving
Hi Jess. I'm afraid I'm not sure exactly what you mean with these questions. You can only save one game at a time, sinse the old save is overwritten, however if for some reason you want to try several missions simultaniously, you can just download an extra copy of the game. As to multiple characters what exactly do you mean? Obviously you order around all! your people, which means many characters in the game to begin with. If you mean the named character in the game who sort of represents you and gets passed across to other multiplayer games, well there's only one of those per game, though you can call them whtaever you want at the start of each game, even play a differently named character each time if you like. Beware the grue! Dark. - Original Message - From: Jess Varnell rory0...@yahoo.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 9:07 AM Subject: [Audyssey] castaways multi characters? and saving hi list. in castaways, can you save your game on different missions? And can you have multi characters? Thanks for your help. Another question totally off topic here, are there any basketball games out there for the blind? jess --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] to salem
Hi. I heard you review of castaways. and you gave your Skype but not msn. Can you please give me your msn info? I enjoyed your reviews. Jess --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Game concepts BGT Version 1.1 Released!
Hi Aprone. I fully agree on the matter of braille displays etc, pricing is insane, just add the word accessibility and you can pretty much stick on another zero, heck I've seen a hand held device which does just what your colour recognition program does which would set you back 150 pounds (about 270 dollars I think). So I fully agree with the developement your doing there. With games though, I'm afraid I'm not sure whether your methodology here sutes the circumstances. For a start, there are actually very few professional standard programmers making audio games, in fact you could probably count them without taking off your socks. Subtract those like Justin from bsc and Liam urven who's life circumstances aren't conducive to making games, and your left with a very small group of people indeed. This bunch are rather independent all have their own ideas and styles, all have knolidge of what they want to make, and won't do something simply because there is a community idea out there. to illustrate, look at stratogy games. Vip gameszone came up with galaxy ranger, which is sort of an action stratogy hybrid in I believe 2003, yet we didn't see another even vaguely stratogy audio game (not counting battleships), until 2007 with sound rts. Sound rts was amazingly well recieved and enjoyed by many people and you would've expected a huge wave of that style of game, yet (not counting castaways), the only thing to follow was time of conflict from Gma, which I'm pretty sure was in developement when sound rts was released anyway. This isn't to say there aren't trends in audio games, only that they have far less impact, sinse the more complex the game type and genre, the more difficult producing games with that concept and idea is, and the fewer people will attempt it, if indeed anyone will at all! Look at entombed. possibly the most successful audio game of all time, and produced in less than two years. Yet have we seen any similar rpgs? heck no! While I agree we have had many arcade games, I don't think this is entirely the fault of fashion. As Philip's example games show, left right sterrio targiting is sort of the default baseline in audio games, one reason why there are so many example and practice games like that now, especially from those who are working with bgt for the first time, which is indeed why it's only been now that we've had to introduce the database submission guidelines for audiogames.net to say what counts as a game and what counts as a programming practice. I think therefore that the reason there are so many arcade games is as much a consequence of programming skill, than deliberate choice, indeed there has been a major desire for more complex audio games right from when i first started playing them myself in 2006. Thus, I'm afraid your approach of introducing concept demos and then hoping people will pick up the idea and run with it just doesn't seem as logical to me given the circumstances, and given that so many people (including me), really! want more complex and interesting audio games to play, in one sense it actually feels a litle dissatisfying. Personally, I'd say there are two ways you could change the situation. One of them, is as Jason Alan did with entombed, write a complex game yourself and thus contribute something to posterity with audio games, which might not change the face of what people develope, but is certainly one! example out there of a complex game. The second, is to acknolidge that your writing a concept demo in an example game, and thus create some sort of open source affair (possibly in bgt), to hopefully give some of the programmers who are making arcade games a bit of a leg up into something more complex, and thus show how it could be done. Suppose for instance you created a cut down version of castaways with three people, a random map and five jobs, hunter, gatherer, tool maker lumberjack, cook. the hunter needs tools, the gatherer does not but only gathers a small amount of food, and the tool maker needs wood to make the tools. You could use this setup to show most of the castaways mechanics of ai that seaks resources and brings them back, changing conditions over time, tracking activities etc, and thus put someone in a far better position to create a stratogy game once they've seen the code. No, it might not be fun to play, but such is not the point of an example game. In fact, sinse all the bgt example games thus far are either basic puzles or space invaders types, this might actually be a good thing all round. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at
Re: [Audyssey] BGT Version 1.1 Released!
Is there a list for BGT development, or rather people developing games with BGT. I have some questions, but I'm not sure that Audyssey is the appropriate place for programming issues/questions as they would not be of general interest. And Jeremy, holy crap dude! Your ambitions are amazing and let me know when you set up your kick starter campaign, because I'll be a contributor. Sorry, that just wouldn't stay in. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] BGT Version 1.1 Released!
Hey Chris, We don't have a mailing list, but there is a pretty active forum that you are more than welcome to join. When you've signed up, please drop me a line with your username so I can approve the registration directly. I have limited it due to the huge number of spam bots that came over for a pint. Kind regards, Philip Bennefall - Original Message - From: Christopher Bartlett themusicalbre...@gmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Thursday, November 17, 2011 1:29 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Is there a list for BGT development, or rather people developing games with BGT. I have some questions, but I'm not sure that Audyssey is the appropriate place for programming issues/questions as they would not be of general interest. And Jeremy, holy crap dude! Your ambitions are amazing and let me know when you set up your kick starter campaign, because I'll be a contributor. Sorry, that just wouldn't stay in. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] castaways multi characters? and saving
hi jess there is www.baskitsim.com where do i get this cast aways game from. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] BGT Version 1.1 Released!
Hi Philip, That was my impression when I spoke to Dolphin. They wouldn't tell me squot about their API without me signing an NDA agreement which I'm still waiting to recieve in the mail. At this point if Dolphin doesn't begin cooperating I'm just going to tell them where to stick their screen reader and API. If SuperNova customers want their screen reader supported they are going to have to begin banging down Dolphin's door for some kind of access to their API. On 11/16/11, Philip Bennefall phi...@blastbay.com wrote: Hi Shane, Thanks for the offer! Though doesn't Dolphin want you to sign a non-disclosure agreement to use the dll? Or am I getting mixed up with some other screen reader? I would also need to find some sort of API documentation, and a license for redistribution if available? Kind regards, Philip Bennefall - Original Message - From: Shane Davidson sh...@shaned.net To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org Sent: Wednesday, November 16, 2011 9:29 PM Subject: RE: [Audyssey] BGT Version 1.1 Released! Philip; I can provide the dolapi.dll file we use in twitmonger if that will help in supporting dolphin/supernova. Take care. Shane -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: Wednesday, November 16, 2011 12:46 PM To: Gamers Discussion list Subject: Re: [Audyssey] BGT Version 1.1 Released! I am assuming that the question is which screen readers are supported by BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA. Kind regards, Philip Bennefall - Original Message - From: Brandon Misch bmisch2...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:44 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hey with screen readers does but support? just curious. On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote: Wow. That's an email to make my day if ever I saw one. Thanks man, for your support! While I haven't had any time to actually play any games at all lately, yours are at the top of my list of things to try. I have followed the discussions about your various titles with interest, you'll definitely hear from me once I sit down and play. Now which one to start with, I wonder? I am leaning towards killing zombies. Grin. Kind regards, Philip Bennefall - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:15 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Even though I am not a BGT user myself, I already know this update is going to have a huge impact on the community! I wasn't around before the days of BGT, but I see how it is twisted and woven in to almost every thread and game discussion. All by its self, I believe BGT has won you a permanent legacy in the audio game community Philip, and I have yet to see anything that compares to it in terms of overall community long-term impact. As cheesy as it may sound, creating something with the same level of importance is what I'm striving for myself. I am absolutely positive I have not come close yet, but I will stick around until I do. Mr. Bennefall, keep up the great work and prepare yourself for probably a hundred ecstatic responses to the news of your new release. :D And keep the bar really high so I have to climb a while before getting up there with you sir. Hi all! After nearly a year in development, version 1.1 of the BGT engine is now available for download! It features the largest set of changes yet in its release history, most of which are features requested by end users. It includes mouse support, screen reader support, a pathfinder to make it easier when adding artificial intelligence to your game, improved Sapi support where you are now able to enumerate and change voices, and tons more. The change log is a bit too long to paste in an email to the list, so I invite those who are curious to go grab the new installer and have a look! Thanks to all of those who provided suggestions and ideas, bug reports and other general feedback over these two years. Without all of this, the BGT engine would not be what it is today. Thank you! Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If
Re: [Audyssey] BGT Version 1.1 Released!
Yes, this is getting ridiculous. I'll have a yell at them myself. beware the grue! dark. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 4:03 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hi Philip, That was my impression when I spoke to Dolphin. They wouldn't tell me squot about their API without me signing an NDA agreement which I'm still waiting to recieve in the mail. At this point if Dolphin doesn't begin cooperating I'm just going to tell them where to stick their screen reader and API. If SuperNova customers want their screen reader supported they are going to have to begin banging down Dolphin's door for some kind of access to their API. On 11/16/11, Philip Bennefall phi...@blastbay.com wrote: Hi Shane, Thanks for the offer! Though doesn't Dolphin want you to sign a non-disclosure agreement to use the dll? Or am I getting mixed up with some other screen reader? I would also need to find some sort of API documentation, and a license for redistribution if available? Kind regards, Philip Bennefall - Original Message - From: Shane Davidson sh...@shaned.net To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org Sent: Wednesday, November 16, 2011 9:29 PM Subject: RE: [Audyssey] BGT Version 1.1 Released! Philip; I can provide the dolapi.dll file we use in twitmonger if that will help in supporting dolphin/supernova. Take care. Shane -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: Wednesday, November 16, 2011 12:46 PM To: Gamers Discussion list Subject: Re: [Audyssey] BGT Version 1.1 Released! I am assuming that the question is which screen readers are supported by BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA. Kind regards, Philip Bennefall - Original Message - From: Brandon Misch bmisch2...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:44 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hey with screen readers does but support? just curious. On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote: Wow. That's an email to make my day if ever I saw one. Thanks man, for your support! While I haven't had any time to actually play any games at all lately, yours are at the top of my list of things to try. I have followed the discussions about your various titles with interest, you'll definitely hear from me once I sit down and play. Now which one to start with, I wonder? I am leaning towards killing zombies. Grin. Kind regards, Philip Bennefall - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:15 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Even though I am not a BGT user myself, I already know this update is going to have a huge impact on the community! I wasn't around before the days of BGT, but I see how it is twisted and woven in to almost every thread and game discussion. All by its self, I believe BGT has won you a permanent legacy in the audio game community Philip, and I have yet to see anything that compares to it in terms of overall community long-term impact. As cheesy as it may sound, creating something with the same level of importance is what I'm striving for myself. I am absolutely positive I have not come close yet, but I will stick around until I do. Mr. Bennefall, keep up the great work and prepare yourself for probably a hundred ecstatic responses to the news of your new release. :D And keep the bar really high so I have to climb a while before getting up there with you sir. Hi all! After nearly a year in development, version 1.1 of the BGT engine is now available for download! It features the largest set of changes yet in its release history, most of which are features requested by end users. It includes mouse support, screen reader support, a pathfinder to make it easier when adding artificial intelligence to your game, improved Sapi support where you are now able to enumerate and change voices, and tons more. The change log is a bit too long to paste in an email to the list, so I invite those who are curious to go grab the new installer and have a look! Thanks to all of those who provided suggestions and ideas, bug reports and other general feedback over these two years. Without all of this, the BGT engine would not be what it is today. Thank you! Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
Re: [Audyssey] BGT Version 1.1 Released!
Hi Shane, Mind telling me where you got that dll and API documentation? I've done everything but put a gun to Dolphin's head and they refuse to give me any information until I sign an NDA agreement, and still haven't gotten anything in the mail to sign. I use to think Freedom Scientific were jerks but Dolphin is definitely worse. Freedom Scientific sent me their API docs within a couple of days without an NDA agreement. SO I would like to know how you came buy that info. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: Wednesday, November 16, 2011 12:46 PM To: Gamers Discussion list Subject: Re: [Audyssey] BGT Version 1.1 Released! I am assuming that the question is which screen readers are supported by BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA. Kind regards, Philip Bennefall - Original Message - From: Brandon Misch bmisch2...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:44 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hey with screen readers does but support? just curious. On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote: Wow. That's an email to make my day if ever I saw one. Thanks man, for your support! While I haven't had any time to actually play any games at all lately, yours are at the top of my list of things to try. I have followed the discussions about your various titles with interest, you'll definitely hear from me once I sit down and play. Now which one to start with, I wonder? I am leaning towards killing zombies. Grin. Kind regards, Philip Bennefall - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:15 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Even though I am not a BGT user myself, I already know this update is going to have a huge impact on the community! I wasn't around before the days of BGT, but I see how it is twisted and woven in to almost every thread and game discussion. All by its self, I believe BGT has won you a permanent legacy in the audio game community Philip, and I have yet to see anything that compares to it in terms of overall community long-term impact. As cheesy as it may sound, creating something with the same level of importance is what I'm striving for myself. I am absolutely positive I have not come close yet, but I will stick around until I do. Mr. Bennefall, keep up the great work and prepare yourself for probably a hundred ecstatic responses to the news of your new release. :D And keep the bar really high so I have to climb a while before getting up there with you sir. Hi all! After nearly a year in development, version 1.1 of the BGT engine is now available for download! It features the largest set of changes yet in its release history, most of which are features requested by end users. It includes mouse support, screen reader support, a pathfinder to make it easier when adding artificial intelligence to your game, improved Sapi support where you are now able to enumerate and change voices, and tons more. The change log is a bit too long to paste in an email to the list, so I invite those who are curious to go grab the new installer and have a look! Thanks to all of those who provided suggestions and ideas, bug reports and other general feedback over these two years. Without all of this, the BGT engine would not be what it is today. Thank you! Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and
Re: [Audyssey] New app is coming for the blind gamers.
This one part of your message... see below On 11/14/2011 11:30 PM, michael barnes wrote: But however if apple does not release the app it will still b availble to any one that wants it. And the great thing about this you will not have to jailbreak your IOS devices. I don't see how you're going to pool that off. The only way I can think of is if your app is a web app where you can go to a site with safari and then add to home screen. Otherwise you'd have to generate custom app files for anyone that's interested, which first of all I don't think is legal, and secondly would require some doing from you, and the guy that's actually doing the developing and would be more trouble than its worth. But as long as you're not using some kind of really custom API's, you shouldn't have problems getting the app into the App Store. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] BGT Version 1.1 Released!
I'm not the one that maintained the accessible_output module for python implementation, as it includes JAWS, Wineyes, system access, sapi and dolphin support. This is beyond the scope of this lists topic of discussion, so I'd recommend we move it off list. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Thursday, November 17, 2011 11:08 AM To: Gamers Discussion list Subject: Re: [Audyssey] BGT Version 1.1 Released! Hi Shane, Mind telling me where you got that dll and API documentation? I've done everything but put a gun to Dolphin's head and they refuse to give me any information until I sign an NDA agreement, and still haven't gotten anything in the mail to sign. I use to think Freedom Scientific were jerks but Dolphin is definitely worse. Freedom Scientific sent me their API docs within a couple of days without an NDA agreement. SO I would like to know how you came buy that info. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: Wednesday, November 16, 2011 12:46 PM To: Gamers Discussion list Subject: Re: [Audyssey] BGT Version 1.1 Released! I am assuming that the question is which screen readers are supported by BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA. Kind regards, Philip Bennefall - Original Message - From: Brandon Misch bmisch2...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:44 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hey with screen readers does but support? just curious. On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote: Wow. That's an email to make my day if ever I saw one. Thanks man, for your support! While I haven't had any time to actually play any games at all lately, yours are at the top of my list of things to try. I have followed the discussions about your various titles with interest, you'll definitely hear from me once I sit down and play. Now which one to start with, I wonder? I am leaning towards killing zombies. Grin. Kind regards, Philip Bennefall - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:15 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Even though I am not a BGT user myself, I already know this update is going to have a huge impact on the community! I wasn't around before the days of BGT, but I see how it is twisted and woven in to almost every thread and game discussion. All by its self, I believe BGT has won you a permanent legacy in the audio game community Philip, and I have yet to see anything that compares to it in terms of overall community long-term impact. As cheesy as it may sound, creating something with the same level of importance is what I'm striving for myself. I am absolutely positive I have not come close yet, but I will stick around until I do. Mr. Bennefall, keep up the great work and prepare yourself for probably a hundred ecstatic responses to the news of your new release. :D And keep the bar really high so I have to climb a while before getting up there with you sir. Hi all! After nearly a year in development, version 1.1 of the BGT engine is now available for download! It features the largest set of changes yet in its release history, most of which are features requested by end users. It includes mouse support, screen reader support, a pathfinder to make it easier when adding artificial intelligence to your game, improved Sapi support where you are now able to enumerate and change voices, and tons more. The change log is a bit too long to paste in an email to the list, so I invite those who are curious to go grab the new installer and have a look! Thanks to all of those who provided suggestions and ideas, bug reports and other general feedback over these two years. Without all of this, the BGT engine would not be what it is today. Thank you! Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at
Re: [Audyssey] BGT Version 1.1 Released!
I'm also interested in that API to add it in my playroom. If you open an off-list conversation please add me. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] castaways multi characters? and saving
Castaways can be downloaded from www.kaldobsky.com/audiogames/ hi jess there is www.baskitsim.com where do i get this cast aways game from. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
While I wish it wasn't true, I haven't been around long enough to see the same patterns as you have. It does make sense though, that if most of the developers are new to making games they would settle with the simpler space invader approach, regardless of what other ideas were floating around. This is very unfortunate. I may adjust my strategy a bit. Hi Aprone. I fully agree on the matter of braille displays etc, pricing is insane, just add the word accessibility and you can pretty much stick on another zero, heck I've seen a hand held device which does just what your colour recognition program does which would set you back 150 pounds (about 270 dollars I think). So I fully agree with the developement your doing there. With games though, I'm afraid I'm not sure whether your methodology here sutes the circumstances. For a start, there are actually very few professional standard programmers making audio games, in fact you could probably count them without taking off your socks. Subtract those like Justin from bsc and Liam urven who's life circumstances aren't conducive to making games, and your left with a very small group of people indeed. This bunch are rather independent all have their own ideas and styles, all have knolidge of what they want to make, and won't do something simply because there is a community idea out there. to illustrate, look at stratogy games. Vip gameszone came up with galaxy ranger, which is sort of an action stratogy hybrid in I believe 2003, yet we didn't see another even vaguely stratogy audio game (not counting battleships), until 2007 with sound rts. Sound rts was amazingly well recieved and enjoyed by many people and you would've expected a huge wave of that style of game, yet (not counting castaways), the only thing to follow was time of conflict from Gma, which I'm pretty sure was in developement when sound rts was released anyway. This isn't to say there aren't trends in audio games, only that they have far less impact, sinse the more complex the game type and genre, the more difficult producing games with that concept and idea is, and the fewer people will attempt it, if indeed anyone will at all! Look at entombed. possibly the most successful audio game of all time, and produced in less than two years. Yet have we seen any similar rpgs? heck no! While I agree we have had many arcade games, I don't think this is entirely the fault of fashion. As Philip's example games show, left right sterrio targiting is sort of the default baseline in audio games, one reason why there are so many example and practice games like that now, especially from those who are working with bgt for the first time, which is indeed why it's only been now that we've had to introduce the database submission guidelines for audiogames.net to say what counts as a game and what counts as a programming practice. I think therefore that the reason there are so many arcade games is as much a consequence of programming skill, than deliberate choice, indeed there has been a major desire for more complex audio games right from when i first started playing them myself in 2006. Thus, I'm afraid your approach of introducing concept demos and then hoping people will pick up the idea and run with it just doesn't seem as logical to me given the circumstances, and given that so many people (including me), really! want more complex and interesting audio games to play, in one sense it actually feels a litle dissatisfying. Personally, I'd say there are two ways you could change the situation. One of them, is as Jason Alan did with entombed, write a complex game yourself and thus contribute something to posterity with audio games, which might not change the face of what people develope, but is certainly one! example out there of a complex game. The second, is to acknolidge that your writing a concept demo in an example game, and thus create some sort of open source affair (possibly in bgt), to hopefully give some of the programmers who are making arcade games a bit of a leg up into something more complex, and thus show how it could be done. Suppose for instance you created a cut down version of castaways with three people, a random map and five jobs, hunter, gatherer, tool maker lumberjack, cook. the hunter needs tools, the gatherer does not but only gathers a small amount of food, and the tool maker needs wood to make the tools. You could use this setup to show most of the castaways mechanics of ai that seaks resources and brings them back, changing conditions over time, tracking activities etc, and thus put someone in a far better position to create a stratogy game once they've seen the code. No, it might not be fun to play, but such is not the point of an example game. In fact, sinse all the bgt example games thus far are either basic puzles or space invaders types, this might
Re: [Audyssey] BGT Version 1.1 Released!
well tom, if you can or someone can make a map/script for the apps in question for dolphin then you can put those out with the game. It will mean you will need dolphin software or someone would have to make it for you but maybe thats the way. Hi Philip, That was my impression when I spoke to Dolphin. They wouldn't tell me squot about their API without me signing an NDA agreement which I'm still waiting to recieve in the mail. At this point if Dolphin doesn't begin cooperating I'm just going to tell them where to stick their screen reader and API. If SuperNova customers want their screen reader supported they are going to have to begin banging down Dolphin's door for some kind of access to their API. On 11/16/11, Philip Bennefall phi...@blastbay.com wrote: Hi Shane, Thanks for the offer! Though doesn't Dolphin want you to sign a non-disclosure agreement to use the dll? Or am I getting mixed up with some other screen reader? I would also need to find some sort of API documentation, and a license for redistribution if available? Kind regards, Philip Bennefall - Original Message - From: Shane Davidson sh...@shaned.net To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org Sent: Wednesday, November 16, 2011 9:29 PM Subject: RE: [Audyssey] BGT Version 1.1 Released! Philip; I can provide the dolapi.dll file we use in twitmonger if that will help in supporting dolphin/supernova. Take care. Shane -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: Wednesday, November 16, 2011 12:46 PM To: Gamers Discussion list Subject: Re: [Audyssey] BGT Version 1.1 Released! I am assuming that the question is which screen readers are supported by BGT? Currently it supports Jaws, Window Eyes, System Access, and NVDA. Kind regards, Philip Bennefall - Original Message - From: Brandon Misch bmisch2...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:44 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Hey with screen readers does but support? just curious. On Nov 16, 2011, at 12:28 PM, Philip Bennefall wrote: Wow. That's an email to make my day if ever I saw one. Thanks man, for your support! While I haven't had any time to actually play any games at all lately, yours are at the top of my list of things to try. I have followed the discussions about your various titles with interest, you'll definitely hear from me once I sit down and play. Now which one to start with, I wonder? I am leaning towards killing zombies. Grin. Kind regards, Philip Bennefall - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Wednesday, November 16, 2011 6:15 PM Subject: Re: [Audyssey] BGT Version 1.1 Released! Even though I am not a BGT user myself, I already know this update is going to have a huge impact on the community! I wasn't around before the days of BGT, but I see how it is twisted and woven in to almost every thread and game discussion. All by its self, I believe BGT has won you a permanent legacy in the audio game community Philip, and I have yet to see anything that compares to it in terms of overall community long-term impact. As cheesy as it may sound, creating something with the same level of importance is what I'm striving for myself. I am absolutely positive I have not come close yet, but I will stick around until I do. Mr. Bennefall, keep up the great work and prepare yourself for probably a hundred ecstatic responses to the news of your new release. :D And keep the bar really high so I have to climb a while before getting up there with you sir. Hi all! After nearly a year in development, version 1.1 of the BGT engine is now available for download! It features the largest set of changes yet in its release history, most of which are features requested by end users. It includes mouse support, screen reader support, a pathfinder to make it easier when adding artificial intelligence to your game, improved Sapi support where you are now able to enumerate and change voices, and tons more. The change log is a bit too long to paste in an email to the list, so I invite those who are curious to go grab the new installer and have a look! Thanks to all of those who provided suggestions and ideas, bug reports and other general feedback over these two years. Without all of this, the BGT engine would not be what it is today. Thank you! Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi jeremy. I think possibly you were comparing audio games slightly too much to indi graphical games, where there are always many developers of various skill levels who influence each other. With audio games that is simply not the case. While I do believe that back around the year 2000 after the release of troopanum there was something of a trend with arcade games, this had pretty much died out by the time I started playing audio games myself, indeed when liam announced judgement day in 2006, most people's reaction was another space invaders game? oh noo! As it turned out he was able to do something pretty amazing with unlockables and extras, but stil even at that stage people wanted something with a litle more complexity, however the more complex the game the fewer people have the skills to do it, so we've seen few examples. For instance, swamp is actually the first first person shooter game in 5 years sinse technoshock was developed, and there are only two other audio games that could legitimately be called fp shooters, have weapons, detailed combat etc, shades of doom and technoshock (possibly gma tank commander if you just go on perspective and weapon mechanics and ignore the fact your driving a tank). Even if we drop the shooter aspect and just talk about fully first person games, we stil have only two more examples, Sarah and terraformers. So, as I said I'd love to see a fully realized project, either that or someone showing how to do things like first person in bgt, so that everyone learning with bgt can try something different. Ultimately this all comes back to the old one I've mentioned before, judgement over reactivity. I'd say it's not any one style or genre audio games need to move away from specifically, it's the mindset of here it, react. Even Moriginal super Mario brothers is a complex game, sinse the speed at which mario moves, the hight at which he jumps relative to holding the button, his stopping distance and his speed relative to enemies are all calculated to require the player to learn, practice and employ spacial awareness in calculating the game objects. Thus the player not only gets used to what threats are coming up, but also how to best control marrio in the game, what sort of distance to leave etc. This aspect, this judgement and immertion in game mechanics rather than working basically on fast instant reactions which can be quickly learnt is imho the thing game develoeprs need to think about most in audio. I know for a fact if I play superliam, despite not playing for a long time, I can do just as well as before. here enemy, shoot enemy! here pit, hit up arrow and hammer right to jump. If however I stick on marrio, odds are it'd take me a good few lives, just reminding myself of the mechanics! This isn't a bad thing in some games, indeed rythm action games make a hole genre out of it, however in audio games we've seen it waay! too much. This is also obviously something which all your games thus far had very much Aprone, and all the more reason I'd like to see you work on a really major project, sinse I think like Entombed it could be a real landmark and occupy people for years to come! Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi just throwing in my 2 sence worth on this. as a blind gamer who first started out with shades of doom and then moved on to alien out back, monkey business, and judgment day etc. I to have seen the trend of audio gamers and games to keep playing games like space invaders types of games. there seems to me for sure a few different types of games for the audio game community fps, card games or puzzle games or space invaders games. I to would like to see a very complex game as well. When I was a kid and had some sight I used to play super Mario 1 and 3 with my sister. I also used to play tmnt as well on the original Nintendo system. I also was quite good at duck hunt and clay shooting and this was the case even after I lost my sight at 6. I also can remember playing the game Eamin for the old apple 2e pc. now that is a game I would like to see be able to be played as a audio game. or even the super mario games. well these are my thoughts on this topic. from Mich. - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 1:35 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released! Hi jeremy. I think possibly you were comparing audio games slightly too much to indi graphical games, where there are always many developers of various skill levels who influence each other. With audio games that is simply not the case. While I do believe that back around the year 2000 after the release of troopanum there was something of a trend with arcade games, this had pretty much died out by the time I started playing audio games myself, indeed when liam announced judgement day in 2006, most people's reaction was another space invaders game? oh noo! As it turned out he was able to do something pretty amazing with unlockables and extras, but stil even at that stage people wanted something with a litle more complexity, however the more complex the game the fewer people have the skills to do it, so we've seen few examples. For instance, swamp is actually the first first person shooter game in 5 years sinse technoshock was developed, and there are only two other audio games that could legitimately be called fp shooters, have weapons, detailed combat etc, shades of doom and technoshock (possibly gma tank commander if you just go on perspective and weapon mechanics and ignore the fact your driving a tank). Even if we drop the shooter aspect and just talk about fully first person games, we stil have only two more examples, Sarah and terraformers. So, as I said I'd love to see a fully realized project, either that or someone showing how to do things like first person in bgt, so that everyone learning with bgt can try something different. Ultimately this all comes back to the old one I've mentioned before, judgement over reactivity. I'd say it's not any one style or genre audio games need to move away from specifically, it's the mindset of here it, react. Even Moriginal super Mario brothers is a complex game, sinse the speed at which mario moves, the hight at which he jumps relative to holding the button, his stopping distance and his speed relative to enemies are all calculated to require the player to learn, practice and employ spacial awareness in calculating the game objects. Thus the player not only gets used to what threats are coming up, but also how to best control marrio in the game, what sort of distance to leave etc. This aspect, this judgement and immertion in game mechanics rather than working basically on fast instant reactions which can be quickly learnt is imho the thing game develoeprs need to think about most in audio. I know for a fact if I play superliam, despite not playing for a long time, I can do just as well as before. here enemy, shoot enemy! here pit, hit up arrow and hammer right to jump. If however I stick on marrio, odds are it'd take me a good few lives, just reminding myself of the mechanics! This isn't a bad thing in some games, indeed rythm action games make a hole genre out of it, however in audio games we've seen it waay! too much. This is also obviously something which all your games thus far had very much Aprone, and all the more reason I'd like to see you work on a really major project, sinse I think like Entombed it could be a real landmark and occupy people for years to come! Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __
Re: [Audyssey] Update on game app for IOS devices I'm working on.
Thanks for answering about no beta testers. You didn't answer the other question though. It was, ond on what platform is your developer writing this app on? You didn't answer that from my last email. Thanks. Raul A. Gallegos It was recently discovered that research causes cancer in rats. Twitter: http://twitter.com/rau47 Facebook: http://facebook.com/rgallegos74 Blog: http://www.RaulGallegos.com On 11/16/2011 7:59 AM, michael barnes wrote: Hey, no I don't need any beta testers for this app. This app is finish so now we are submitting it apple right now. So if everything goes right then this app will be release in a couple of weeks. Since different ones have ask me about beta testing the app I will let them help with the next app that me and the developer does. This app is a IOS app which means it will play on iPhone, iPod, iPad. I hope everyone on here gets the app. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Jeremy, as both a devoted supporter of yours and one who has deep respect for Dark's well-thought-out positions, I'm finding this discussion very interesting. First of all, kudos to you for being willing to listen and take feedback. So here's some more from, as I said, a devoted fan. David Greenwood has a deserved following in the blind/vi gamers' market because, while he produces titles at the speed of glaciers conquering continents, when he does produce, he brings forth titles with a lot of complexity, comparatively, and with well thought-out UI's (given the state of the art at the time.) Lone Wolf, despite not having been updated since--- 2003???, still stands up well and with its mission editor has nearly infinite replayability. I don't know how many people played it at the height of its popularity, or still do, but it still gets traffic here and over on the GMA list. There are still people playing Shades of Doom, many of the same folk I'd guess who are now enjoying your Swamp title. GMA Tank Commander is also still doing well in terms of people playing it, though I think it never hit as well as LW and SOD. I think the success of these titles is in part due to the thought that went into the interface. It's possible to master the interface in a few hours of game play, and once mastered, there are a lot of possible strategies for winning the games, as well as playing styles that can work. In LW, you can concentrate on stealth, and only take your shots when you're sure of them, (the strategy I used to play with,) or you can be the ballsy skipper who takes down the throat shots at incoming destroyers, rather than evading them, with consequent adrenaline highs and high risk. And you can do so in part, because he has designed his speech interface to allow you to gather data in time without significantly jiggering with the flow of the game. Another part of the success is the fact that when they came out, each of his titles did something no one had done in audio gaming, and that harked back to a classical game style from video or computer gaming. LW harked back to, what was it called, something like Submarine, which was a detailed simulation that ran on Macs, and perhaps Windows machines as well from the late eighties. Shades was I think the first FPS. GMA Tank Commander also broke ground, though less new ground rather than an elaboration of LW with better soundscapes and more complex controls. (And now you've ruined me for SOD and GTC with your mouse controls which I now miss in both games. Now, to bounce to a different subtopic, I know that you like working on multiple projects, with quick feedback and changing challenges. You excel in this arena, with your good communication with your players, and your willingness to put out a concept and see if it flies, sometimes in the face of tradition for lack of a better word. Now, how would you take this strength and bring it to the development of longer projects? Well, in Castaways and Swamp, you have the beginnings respectively of a great military/economic simulation a la Civilization, and of a complex, real-time multi-player FPS shooter/military simulation. Castaways could be expanded to include real-time, multi-player cooperative and competitive play in a server-based world where player actions affect one another more directly, where players build empires. I think I mean Age of Empires for a good comparison with mainstream titles. You could implement roads, a more complex trading economy, PVP military combat and shared threats (say a zombie apocalypse, rather than the mission-driven play which is good for teaching the system. Again, this reminds me of AoE, with its tutorial missions. In Swamp, we have something rather different and more tactical. Expand the map, include consequences for the entire world of player actions or failures, work out ways for players to cooperate more effectively and communicate better, and you have a multi-user, real-time tactical game that would have (theoretically) infinite replay value, as the world would always be changing, depending on what the players do. And I know you're working on a third project, which you gave me permission to talk about, so I will, a fantasy RPG-style game. Depending on what you have in mind, this could also become a large, real-time, multi-player game with complex combat, magic and such, either in the vein of Masters of Magic, or another take on the Angband/Nethack style of game. (By the way, I'm really excited about this one as I have been a frustrated fan of both games for years.) Since Zombie does the FPS style, I'm hoping for a party-style game like Ultima or MoM. Again, if you set this game up with an over-arching story, it could be amazing. Now, these are all daunting-sounding projects. If you tried to do them all at once, and waited to release until you have finished projects, I'd expect to be retired before seeing all of them. But here's the thing. You've
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
I can say this. The trouble with targeting style games is that that's our interface. What I mean is this. Sighted folk use their eyes to get a feel for what's happening around them. Blind people with decent hearing use their ears. That is intuitive, and I only point it out because it's important. Yes, our games feature stereo targeting as a way to get to enemies, jump on ledges, etc. However, that's because the ears are our targeters. If I can be frank, one of the reasons that space invaders clones don't excite me is that they're clones. What I mean by that is the content of a game. Story line, plot, even different objectives are what set games apart. How many different games are there out there in the mainstream community where one person shoots at another. The difference, usually, in all of these, is plot, sounds, graphics, etc. Well, aren't we lucky, because we don't have to worry about graphics. What's the difference between Mortal Kombat, Tekken, and Street Fighter? Ok, yes, there're some few control changes, a few different combos, but largely they're all three fighting games, usually even with fairly congruent characters: the fast one, the strong one, the mystical one, the cute girl, the ... uh ... well, the girl who is a defined attempt at fan service. My point with that example is that these three franchises are rediculously successful. It's not because of different control methods. It's not even because of fan or brand loyalty. It's because of a little bit of difference in sound, graphics, and story line. The simple truth is that, back when gaming on electronic devices was new, you didn't need plot or story of really any kind. But now, having seen some of the classes that simulation and gaming majors have to take, gaming is just as much about story telling as physics and programming. That's something that I'm glad to see more developers starting to play with. Now, I'm not targeting swamp, or really any of the Aprone games on any lack of story. Far from it. Even if the story doesn't last for chapter upon chapter, the games still rock based on points of interest, the content element. In Castaways, you unlock jobs and goals. In Swamp, you get weapons. All I'm saying is that the reason, I think, that space invaders clones are unsuccessful is that the story's been told. There's either no story at all, or the story sucks. Turn space invaders into an anti-aircraft game during World War II or Vietnam War and you have a game that people would at least gasp about for a few hours, rather than groan about and forget after a few seconds. My trouble is that I know how hard it is to develop a game. I do a bit of that, unfortunately not on the computer, as my abortive attempts at programming are thwarted by my abortive attempts at learning how to program. But I know it's a hard balance to maintain. Tremendous congratulations for all developers out there, but keep in mind your story, and you'll get a far bigger heap of congratulations from a far greater audience. Signed: Dakotah Rickard On 11/17/11, Mich mi...@eastlink.ca wrote: Hi just throwing in my 2 sence worth on this. as a blind gamer who first started out with shades of doom and then moved on to alien out back, monkey business, and judgment day etc. I to have seen the trend of audio gamers and games to keep playing games like space invaders types of games. there seems to me for sure a few different types of games for the audio game community fps, card games or puzzle games or space invaders games. I to would like to see a very complex game as well. When I was a kid and had some sight I used to play super Mario 1 and 3 with my sister. I also used to play tmnt as well on the original Nintendo system. I also was quite good at duck hunt and clay shooting and this was the case even after I lost my sight at 6. I also can remember playing the game Eamin for the old apple 2e pc. now that is a game I would like to see be able to be played as a audio game. or even the super mario games. well these are my thoughts on this topic. from Mich. - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 1:35 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released! Hi jeremy. I think possibly you were comparing audio games slightly too much to indi graphical games, where there are always many developers of various skill levels who influence each other. With audio games that is simply not the case. While I do believe that back around the year 2000 after the release of troopanum there was something of a trend with arcade games, this had pretty much died out by the time I started playing audio games myself, indeed when liam announced judgement day in 2006, most people's reaction was another space invaders game? oh noo! As it turned out he was able to do something pretty amazing with unlockables and extras, but stil even at that stage people
Re: [Audyssey] swamp saving game question
If you really want an accuracy boost, silenced pistol's your way to go. It's taken me 13 shots to kill a tyrant. Signed: Dakotah Rickard On 11/17/11, shaun everiss sm.ever...@gmail.com wrote: I like the mp5 for that reason. It runs just like it and I can just burst fire like you would with the actual weapon. I stand there waiting to get a few zombies very close but not that close or sometimes a bit almost to close to striking distance then I moe them down. really satisfying. At 11:10 p.m. 16/11/2011 -0500, you wrote: Hi. I have 1000 shotgun shells, 7000 assault rifle and 3000 45 rounds. I like the mp5 a lot because it doesn't hit very hard, meaning you have to fire more on a zombie to finish it off. This translates to improving my accuracy. The assault rifle might miss 3 times then only take two shots to kill it. Sent with Thunderbird 3.1.14 portable. On 11/16/2011 2:34 PM, john wrote: I'm usually around 150-300 pistol, and the same amount of rifle ammo, so it's all a matter of how much you have. I've had many situations where I can't even reload my mp5/hunting rifle due to low ammo. - Original Message - From: Dakotah Rickard dakotah.rick...@gmail.com To: Gamers Discussion list gamers@audyssey.org Date sent: Wed, 16 Nov 2011 14:22:36 -0500 Subject: Re: [Audyssey] swamp saving game question You don't appear to lose a lot of ammo. I have two characters with over 1000 shotgun shells, over 2000 of everything else. I save and reload and exit and come back in all the time. SUrely I'm not losing that much ammo. Signed: Dakotah Rickard On 11/16/11, john jpcarnemo...@comcast.net wrote: Problem here is that you loose a bunch of ammo. - Original Message - From: Dakotah Rickard dakotah.rick...@gmail.com To: Gamers Discussion list gamers@audyssey.org Date sent: Wed, 16 Nov 2011 00:40:07 -0500 Subject: Re: [Audyssey] swamp saving game question Can't shoot the zombies in the safe zone. Just avoid that little crack in the map and you'll be ok. They can't get at you --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Mich. Agreed. I'm actually sad nobody has done a propper pc vonertion of eamon, sinse I'm certain it'd be possible with a language like adrift, but sadly people just seem to play on the emulators which are inaccessible. Eamon delux is pretty good though, see the page on audiogame.snet for details. It is a pain to setup and I don't think it works on windows 7, but if you've got windows xp it will let you play lots of the eamon games. I'm just sorry that work seems to have stopped, sinse some of the eamons can't be played with it, the setup could be fixed, and above all it'd be great to have a copy that would run on future windows, but as usual sinse all the sighted players can just run the apple emulators, nobody bothers to fix it. Beware the grue! Dark. - Original Message - From: Mich mi...@eastlink.ca To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 7:24 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released! Hi just throwing in my 2 sence worth on this. as a blind gamer who first started out with shades of doom and then moved on to alien out back, monkey business, and judgment day etc. I to have seen the trend of audio gamers and games to keep playing games like space invaders types of games. there seems to me for sure a few different types of games for the audio game community fps, card games or puzzle games or space invaders games. I to would like to see a very complex game as well. When I was a kid and had some sight I used to play super Mario 1 and 3 with my sister. I also used to play tmnt as well on the original Nintendo system. I also was quite good at duck hunt and clay shooting and this was the case even after I lost my sight at 6. I also can remember playing the game Eamin for the old apple 2e pc. now that is a game I would like to see be able to be played as a audio game. or even the super mario games. well these are my thoughts on this topic. from Mich. - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 1:35 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released! Hi jeremy. I think possibly you were comparing audio games slightly too much to indi graphical games, where there are always many developers of various skill levels who influence each other. With audio games that is simply not the case. While I do believe that back around the year 2000 after the release of troopanum there was something of a trend with arcade games, this had pretty much died out by the time I started playing audio games myself, indeed when liam announced judgement day in 2006, most people's reaction was another space invaders game? oh noo! As it turned out he was able to do something pretty amazing with unlockables and extras, but stil even at that stage people wanted something with a litle more complexity, however the more complex the game the fewer people have the skills to do it, so we've seen few examples. For instance, swamp is actually the first first person shooter game in 5 years sinse technoshock was developed, and there are only two other audio games that could legitimately be called fp shooters, have weapons, detailed combat etc, shades of doom and technoshock (possibly gma tank commander if you just go on perspective and weapon mechanics and ignore the fact your driving a tank). Even if we drop the shooter aspect and just talk about fully first person games, we stil have only two more examples, Sarah and terraformers. So, as I said I'd love to see a fully realized project, either that or someone showing how to do things like first person in bgt, so that everyone learning with bgt can try something different. Ultimately this all comes back to the old one I've mentioned before, judgement over reactivity. I'd say it's not any one style or genre audio games need to move away from specifically, it's the mindset of here it, react. Even Moriginal super Mario brothers is a complex game, sinse the speed at which mario moves, the hight at which he jumps relative to holding the button, his stopping distance and his speed relative to enemies are all calculated to require the player to learn, practice and employ spacial awareness in calculating the game objects. Thus the player not only gets used to what threats are coming up, but also how to best control marrio in the game, what sort of distance to leave etc. This aspect, this judgement and immertion in game mechanics rather than working basically on fast instant reactions which can be quickly learnt is imho the thing game develoeprs need to think about most in audio. I know for a fact if I play superliam, despite not playing for a long time, I can do just as well as before. here enemy, shoot enemy! here pit, hit up arrow and hammer right to jump. If however I stick on marrio, odds are it'd take me a good few lives, just
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi chris. I've agree, and I've heard of aprone's rpg and am looking forward to it. I personally would prefer castaways to turn into something more like dwarf fortrass or civ, where you can start from just a few people stuck on a beach and end up building cities, making luxury goods for trade, building castles and fortifications and maybe even ships to go to other lands and extend your holdings, but hay, either or both is a good direction. The purpose of my message as I believe you gathered was neither to complain nor to make light of what Aprone has done in the past. It was just that as the bgt discussion lead aprone to talking about his impact on audio games, it seemed a good point to bring this up. All Of aprone's games have broken new ground,s but perhaps none has broken it as deeply. I'm fairly sure aprone could design a game as complex and revolutionary with as much replay as lone wolf, entombed, or any of the other greats, however it sometimes feels as if his projects are somewhat shorter than they could be. hopefully he'll considder something more expansive in future, sinse if all that creativity of his was focused on one thing it could be amazing! Beware the Grue! dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi decota. I'm afraid I don't agree. yes, sterrio is the main input of an audio game, and yes, sterrio is limited in the amount of information it can convey, however there is no reason we cannot focus this information. Take packman talks as an example, showing a full four direction maze in audio sounds ludicrous until you just make the thing first person, turn it into an exploration game and hand the player some nav tools. I've been certain for a long while audio could do more than it has in many games. To an extend this is the fault as i said of developer skill, but if people think a litle more expansively and creatively more could be done. Look at judgement day. Space invaders, but the first audio game to feature a ful trophy system. Such is my point. As to graphical games, I'm afraid you are simply incorrect there. Yes, streetfighter tekken and mortal combat are all 2D fighters, but to claime they play in any sense similarly would be like saying hearts, spades, bridge and euchre are all the same because they are card games that involve taking tricks, indeed sf and mk are even more different than that. Leaving aside all graphical and plot considderations, The speed of character movement, the balance betwene the characters, what special moves are available all play a massive part. Even if we forget the fact (which I'm afraid you might have missed), that streetfighter is a 2D fighitng game where as Mk is 3D meaning your dodging and movement around the arena are entirely different, the shear balance of the game changes extremely. in mortal combat games these days, each character has several fighting styles to switch betwene, some involving weapons. Each style has a unique set of moves where the buttons on the controller do different attacks, for instance reptile may slash with his tale when button one is pressed in one style, but kick or punch when it's pressed in another. Combos are pre programmed sequences of moves which often flow from style to style. All normal moves are relatively similar in speed, and though some have greater range (especially those with weapons), none have an over baring range. Special moves remain the same however, and each character has comparatively few, most of which deal with attacking at a certain distance or range or propelling the character forward, such as a fireball or charge attack. These however are pretty independent from the fighting styles. In streetfighter however each charater fights with only one style, and has a set of six buttons, light, medium and heavy kicks and punches. The strength of the move determines both it's speed and damge, thus a light punch is fast and weak where as a heavy punch is slow but powerful. These properties also apply both to normal moves used in different positions of the character, eg, jumping kicks and punches or sweeps, and to special moves, sinse each special has a light, medium and heavy form which is faster or slower or goes further across the screen. Characters are far more areal, meaning that jumping attacks are far more part of the game than in mk, and with the different timings of moves combos involve more than long sequences of presses sinse the opponent also needs to be in the right position. Thus, the two games are entirely different, and this has just scratched the surface. The differences however are all brought about by the judgement of the player, his/her sense of timing, familiarity with the attacks and the situations of the game, not merely reactivity, which is why I am so much in favour of having audio games that actually have mechanics to learn, not just boppit type here it and react gameplay. That way, tow games even of the same genre could be different, eg, imagine another tank game where the tank took far longer to get to it's top speed, and where you controlled the turrit independently of the tank's movement, that would be entirely different from Gma tank commander even while being the same type of game. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] perrlous hearts level 3
Hi, this just shows you how this game has been on my mind, because last night I was dreaming that level 3 of the game consisted of you standing ontop of a very high building which was constantly moving around, and trying to shoot downwards with 2 guns, aiming at cars with creatures hiding in them. There was also something about a bomb, but I never got far enough to work out why I was carying one in the first place. It went from sitting at my laptop to play that level, to actually being ontop of the building and Philip showing me how to work the guns. I'm not sure but i think the objective was to blow up all the cars and kill all the creatures inside. Anyhow whatever happens I'm going to pre-order the game, and have fun. Take care everyone, just thought I'd share that totally stupid dream. from Lori. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] perrlous hearts level 3
Hi yep i think all of us are looking forward to this game i'll deffinatly be pre ordering it. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] opening the box, was:Re: Game concepts
I agree with Dark here, given the short development time relatively speaking for castaways, given something more like a commercial release schedule, the possibilities are pretty amazing. one thought here is to open the game up for player content by releasing a mission creator, and allowing for the manipulation and creation of new types of characters. with either an open XML file, or better yet, a character and unit editor, you could create new commodities, that could be required to produce a more complex item or building. likewise, you could tie in new characters into the commodities in various ways, the only limit would be the players imagination. for instance, if you wanted to turn castaways into a star wars colonization simulation, you could have a mission where you play the dark side, the ultimate goal being the creation of a death star, but along the way, you'd have to hold off those pesky jedi and their do gooder ways while you mined raw materials to produce the weapons and components necessary to defend and build your ultimate weapon. just one quick possibility there. I think there are a lot of folks out there that would take a design tool like this and really run with it. when i allowed folks to make their own tracks for RR, some of the tracks they came up with blew my mind, stuff i had never thought of using the track creator to do. for me, that was the most satisfying part of RR in the end, seeing folks take the tools i had given them and creating something totally new and fun with them. david greenwood is doing something quite cool with time of conflict by allowing end users to make and change units in a very open ended way, making the game as much a combat simulation creation tool as a game. with just a few man hours of time and some tweaking, making a star wars or magic the gathering war simulation including sound effects is completely possible, and its a brilliant stroke on david's part. this kind of out of the box thinking is what we need in audio games, and once again goes to show the most important ingredient in game making is the designer and their creativity, not the tools the designer is using. may the force live long and prosper and all that, che On 11/17/2011 4:25 PM, dark wrote: Hi chris. I've agree, and I've heard of aprone's rpg and am looking forward to it. I personally would prefer castaways to turn into something more like dwarf fortrass or civ, where you can start from just a few people stuck on a beach and end up building cities, making luxury goods for trade, building castles and fortifications and maybe even ships to go to other lands and extend your holdings, but hay, either or both is a good direction. The purpose of my message as I believe you gathered was neither to complain nor to make light of what Aprone has done in the past. It was just that as the bgt discussion lead aprone to talking about his impact on audio games, it seemed a good point to bring this up. All Of aprone's games have broken new ground,s but perhaps none has broken it as deeply. I'm fairly sure aprone could design a game as complex and revolutionary with as much replay as lone wolf, entombed, or any of the other greats, however it sometimes feels as if his projects are somewhat shorter than they could be. hopefully he'll considder something more expansive in future, sinse if all that creativity of his was focused on one thing it could be amazing! Beware the Grue! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Dark, I think you are right on the money there. One of the problems is programming skill. Most people here don't have any formal programming training and thus sort of program as they figure things out or get a leg up from a slightly more experienced programmer. As a direct result of that many first attempts will be something rather simple like BopIt, Space Invaders,or something similarly easy to program without a lot of skill. The second issue is higher level math skills. Depending on the type of game being considered it may require a reasonable amount of higher math. Doing complex 3d calculations, for example, will require some reasonable skills with geometry, trig, and better yet calculus. If the developer doesn't have that kind of background certaintypes of games will be out of the person's technical skill level. Finally, the issue of time. You and I have have spoken many times of how complex mainstream games like Megaman and Castlevania are, but you have any concept how long it would take a single developer to add all those features? It could take considerable time figuring out how to create those types of puzzle elements and also make sure it is fully accessible. Its complex enough to slow down development and some people might not want to spend the time it takes to do all that. Bottom line, what I am saying is while Jeremy's ideas are good you've got a point. Jeremy or anyone else can demonstrate cool game concepts all day long but if other developers don't have the required skills or time in the first place its a pretty mute point. There isn't much anyone can do to make them try something else. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
The really sad part about that is that I believe Adora Entertainmet was going to attempt to do a proper windows version of Eamon. If I remember rightly it was going to be called the Eamon Guild of Free Adventurers. I remember it was fascinating to me because a te time we had no true RPG's for the blind since this was a good four years before Jason came on the scene with Entombed and then of course Castle Quest ended up being scrapped because of disagreements between BSC and the other guy. They're coming to take me away, ha-haaa! - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 3:15 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released! Hi Mich. Agreed. I'm actually sad nobody has done a propper pc vonertion of eamon, sinse I'm certain it'd be possible with a language like adrift, but sadly people just seem to play on the emulators which are inaccessible. Eamon delux is pretty good though, see the page on audiogame.snet for details. It is a pain to setup and I don't think it works on windows 7, but if you've got windows xp it will let you play lots of the eamon games. I'm just sorry that work seems to have stopped, sinse some of the eamons can't be played with it, the setup could be fixed, and above all it'd be great to have a copy that would run on future windows, but as usual sinse all the sighted players can just run the apple emulators, nobody bothers to fix it. Beware the grue! Dark. - Original Message - From: Mich mi...@eastlink.ca To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 7:24 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released! Hi just throwing in my 2 sence worth on this. as a blind gamer who first started out with shades of doom and then moved on to alien out back, monkey business, and judgment day etc. I to have seen the trend of audio gamers and games to keep playing games like space invaders types of games. there seems to me for sure a few different types of games for the audio game community fps, card games or puzzle games or space invaders games. I to would like to see a very complex game as well. When I was a kid and had some sight I used to play super Mario 1 and 3 with my sister. I also used to play tmnt as well on the original Nintendo system. I also was quite good at duck hunt and clay shooting and this was the case even after I lost my sight at 6. I also can remember playing the game Eamin for the old apple 2e pc. now that is a game I would like to see be able to be played as a audio game. or even the super mario games. well these are my thoughts on this topic. from Mich. - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 1:35 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released! Hi jeremy. I think possibly you were comparing audio games slightly too much to indi graphical games, where there are always many developers of various skill levels who influence each other. With audio games that is simply not the case. While I do believe that back around the year 2000 after the release of troopanum there was something of a trend with arcade games, this had pretty much died out by the time I started playing audio games myself, indeed when liam announced judgement day in 2006, most people's reaction was another space invaders game? oh noo! As it turned out he was able to do something pretty amazing with unlockables and extras, but stil even at that stage people wanted something with a litle more complexity, however the more complex the game the fewer people have the skills to do it, so we've seen few examples. For instance, swamp is actually the first first person shooter game in 5 years sinse technoshock was developed, and there are only two other audio games that could legitimately be called fp shooters, have weapons, detailed combat etc, shades of doom and technoshock (possibly gma tank commander if you just go on perspective and weapon mechanics and ignore the fact your driving a tank). Even if we drop the shooter aspect and just talk about fully first person games, we stil have only two more examples, Sarah and terraformers. So, as I said I'd love to see a fully realized project, either that or someone showing how to do things like first person in bgt, so that everyone learning with bgt can try something different. Ultimately this all comes back to the old one I've mentioned before, judgement over reactivity. I'd say it's not any one style or genre audio games need to move away from specifically, it's the mindset of here it, react. Even Moriginal super Mario brothers is a complex game, sinse the speed at which mario moves, the hight at which he jumps relative to holding the button, his stopping distance and his speed relative to enemies are
Re: [Audyssey] Update on game app for IOS devices I'm working on.
Sorry, about that. He is working on it on the iPhone and the mac. I will tell you what when we do another app I will be happy to let you help if you would like. I'll contact you through your website. Thanks for the offer to help. -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] new kof xiii vid!
Okay! So... here's the latest vid for this game, and the game is less than a week away! Damn it I want to play now! http://youtu.be/X9Vw8LxJNFI Tuesday can't come soon enough! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] new kof xiii vid!
hi have to say that does sound an ausum game. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Good stuff to chew on here. I do think that Jeremy's style actually lends itself to getting around the development lag time issues though, as he creates continual excitement about his games by frequent updates, which aren't always huge in and of themselves, but taken cumulatively change the games quite a bit through their development cycle. My long post earlier was simply to encourage him (or others for that matter) to take that idea and run with it in a larger field. Yes, it still might take three years to come up with the fully finished game, but we'd be playing something within a month, and then something a bit more complex in another month. Along the way, we'd have direct and demonstrably effective input on things that work well and that don't. It's not possibly a viable method for a commercial game, since it relies on mass penetration before a commercial product is ready, but I could envision a kick-starter campaign or something like it to maintain interest and bring in some fundage for continued development, purchase of new hardware or software. I would certainly contribute to Jeremy's server fund as and when he outgrows his current configuration. There's a new model of development in this market here, and I'd like to see others take it and run with it, as well as encouraging Jeremy in his continued efforts. And dude, low-cost braille!? If he can make that work, he'll get some fine Scotch whiskey from me at a bare minimum. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] new kof xiii vid!
Let me guess, you have to have some kind of game system to play this? Jess - Original Message - From: Clement Chou chou.clem...@gmail.com To: brandonsl...@freelists.org; Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 7:24 PM Subject: [Audyssey] new kof xiii vid! Okay! So... here's the latest vid for this game, and the game is less than a week away! Damn it I want to play now! http://youtu.be/X9Vw8LxJNFI Tuesday can't come soon enough! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] FW: Can you help me out?
Hi, this is the reply I received when I wrote to Freedom Scientific with regard to my problems between Jaws and VIP MUD. Below the reply is my message to them. Now I'm not sure if the reply is correct or accurate which is why I'm sending it to you. Let me make clear that I think he was attempting to help me out, but I have a sneaky suspicion he doesn't do any role playing nor does he use MUD clients. Regards, Kim Friedman. -Original Message- From: Freedom Scientific Support [mailto:supp...@freedomscientific.com] Sent: Thursday, November 17, 2011 4:03 AM To: kimfr...@verizon.net Subject: FW: Can you help me out? Dear Kim Thank you for contacting Freedom Scientific technical Support. I'm not familiar with this game software. However, I recommend using the convenience OCR feature to see if it helps you in this window. Try performing the insert+spacebar followed by the letter o and then s for scanning the insert+screen or w for the window. At this point, you can use your arrow keys to navigate the screen. As long as you don't press another key, you can move to a desired section of the screen and press the NumPad / key to click on a desired item. See if this help you with your game. Be sure to include all previous correspondence pertaining to this matter when replying to this message so that we might better assist you. Regards, Mr. Tracey Jackson, Technical Support Specialist Freedom Scientific Phone support: 727 803 8600, option #2 E-mail Support: supp...@freedomscientific.com mailto:supp...@freedomscientific.com Visit our website at: http://www.freedomscientific.com/ -Original Message- From: Kim Friedman [mailto:kimfr...@verizon.net] Sent: Tuesday, November 15, 2011 9:47 PM To: Freedom Scientific Technical Support Subject: Can you help me out? Hi, first of all, thanks so much for resolving that ResearchIt issue. I have been trying to use it while proofreading and when I typed in a word found in the text and pressed enter, it was as if there was nothing whatever in the window. Now knowing that there were no results helps a lot. That being said, however, I have been having problems with Jaws when using VIP MUD. When I go into a game, and I use the arrow keys, I can't read any text. It's as if the screen is blank and I'm sure that isn't the case. I think this problem has existed since Jaws 11 for me. Is there any techie on the staff who likes to use MUDS and has Jaws 13 on his/her system and is acquainted with VIP MUD and other MUD clients? I'm finding it quite frustrating when attempting role playing. I feel as if I'm going nowhere. The whole weird thing is that my settings insofar as I know is consistent with other users of VIP MUD yet the arrow keys and the reading keys aren't functioning from within a game. Regards, Kim Friedman. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1411 / Virus Database: 2092/4020 - Release Date: 11/16/11 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game concepts BGT Version 1.1 Released!
First, to address Dark: I do take your point about Street Fighter, Tekken, and Mortal Combat, but I take that point only to a point. I understand the different game mechanics, the different button presses and how they affect the fighters movements differently in each game, but I'm not talking about microcosmic views on the games. What I mean is that you, the player, press specific, predetermined sequences of controls, in realtime, which trigger calculations based on the position of your character and his opponent or opponents, possibly throw in some random chance, and result in a punch to the face. the specifics are different, but even these rise and fall throughout different games in the serieses. Sometimes, these specific control schemes even differ in the same game. Tekken 6, for example, has a 3d arena that's playyed in like a 2d, movement largely forward and back, with jumps and such, but it has stages played in true 3d style, with commands to switch to a 2d interface if that's what you need to have to fight. It's more about that we can have games with similar control schemes yet that are very, very different based on content. For example, if you just picked up your controller, judged timing, threw a little guesswork in there for luck, and won, it'd be less satisfying if you didn't care anything about the fighter you're playing. You do, though, because of character history, cut scenes, commentary, even little snippets, brief voiced parts that give you some small idea of the character in question. In this way, our games lack, because we get really worried about size versus playability. It's frankly unfair to us, because mainstream titles nowadays are on dvd media, which has gigabytes of room: rom for code, sounds, voice clips, fully orchestrated music, and what have you. We start worrying if our games get bigger than, say, 50 megabytes. I understand the concern, I get the reasons behind it, but it still results in games with less to compel you, the player, to give a hoot, as my wife might say, about the character at all. Fortunately, Perilous Hearts, among other titles, seems to be taking this problem firmly in hand, and that's already given me a great deal of confidence that I'd enjoy the game, even if the gameplay was horrible, the systems were flawed, and the price outrageous, which won't be the case. I'm going to say it just once more, because I've lost count of how many times I've said it, and it provides the amusement of being embarrassed for me to do it once more. Content makes a game nowadays. Story makes a product. That's the difference between the dungeon crawlers of the eighties and the Elder Scrolls or Fable or any of the other RPG titles of today. Content, story, that's what creates success. That's not to do with interface or how we use information. I've known many people that will read a terribly written book if the plot is great. I'm one of those people myself. I know it sounds like I'm unsatisfied with our games right now, what we have going on. Truthfully, I'm not. I play as many games as I can, enjoying all of the ones i have on my computer. It's just that the games in future can be even greater. And I have to appologize for the harshness of how this is going to come across. People say that they can't find voice talent, or that they can't find talent with similar recording conditions. Frankly, at this point, that's just a little lazy. There are literally thousands of aspiring voice actors out there who'd literally leap at the chance to do just about anything for a game, just for kudos and credits, something they can show people. Surely, in all of those thousands, there are some who would meet the developer's idea of good casting and good recording, or maybe the devs could say I can't handle all of this work. If you do the casting, do the sounds, or what have you, I'll pay you. How about a free copy of the game. Frankly, if I was approached with something like that I'd jump on it, and it'd free the dev up to do developing work, for which I'm utterly useless. Just keep all of this in mind, awesome developers, as you keep up the good work, and try not to be too mad at me if I've crossed a line or stood on a toe. Signed: Dakotah Rickard On 11/17/11, Christopher Bartlett themusicalbre...@gmail.com wrote: Good stuff to chew on here. I do think that Jeremy's style actually lends itself to getting around the development lag time issues though, as he creates continual excitement about his games by frequent updates, which aren't always huge in and of themselves, but taken cumulatively change the games quite a bit through their development cycle. My long post earlier was simply to encourage him (or others for that matter) to take that idea and run with it in a larger field. Yes, it still might take three years to come up with the fully finished game, but we'd be playing something within a month, and then something a bit more complex in another month. Along the way, we'd
Re: [Audyssey] FW: Can you help me out?
He might be on the right track, providing you are using JAWS 13. It sounds plausible, anyway. The feature he is talking about is used to read a screen that is an image rather than text. Give it a try and see what happens. It couldn't hurt. Keep in mind, though, that I don't play RPGs, either. HTH. --- Be positive! When it comes to being defeated, if you think you're finished, you! are! finished! - Original Message - From: Kim Friedman kimfr...@verizon.net To: vip...@googlegroups.com; gamers@audyssey.org Sent: Thursday, November 17, 2011 7:29 PM Subject: [Audyssey] FW: Can you help me out? Hi, this is the reply I received when I wrote to Freedom Scientific with regard to my problems between Jaws and VIP MUD. Below the reply is my message to them. Now I'm not sure if the reply is correct or accurate which is why I'm sending it to you. Let me make clear that I think he was attempting to help me out, but I have a sneaky suspicion he doesn't do any role playing nor does he use MUD clients. Regards, Kim Friedman. -Original Message- From: Freedom Scientific Support [mailto:supp...@freedomscientific.com] Sent: Thursday, November 17, 2011 4:03 AM To: kimfr...@verizon.net Subject: FW: Can you help me out? Dear Kim Thank you for contacting Freedom Scientific technical Support. I'm not familiar with this game software. However, I recommend using the convenience OCR feature to see if it helps you in this window. Try performing the insert+spacebar followed by the letter o and then s for scanning the insert+screen or w for the window. At this point, you can use your arrow keys to navigate the screen. As long as you don't press another key, you can move to a desired section of the screen and press the NumPad / key to click on a desired item. See if this help you with your game. Be sure to include all previous correspondence pertaining to this matter when replying to this message so that we might better assist you. Regards, Mr. Tracey Jackson, Technical Support Specialist Freedom Scientific Phone support: 727 803 8600, option #2 E-mail Support: supp...@freedomscientific.com mailto:supp...@freedomscientific.com Visit our website at: http://www.freedomscientific.com/ -Original Message- From: Kim Friedman [mailto:kimfr...@verizon.net] Sent: Tuesday, November 15, 2011 9:47 PM To: Freedom Scientific Technical Support Subject: Can you help me out? Hi, first of all, thanks so much for resolving that ResearchIt issue. I have been trying to use it while proofreading and when I typed in a word found in the text and pressed enter, it was as if there was nothing whatever in the window. Now knowing that there were no results helps a lot. That being said, however, I have been having problems with Jaws when using VIP MUD. When I go into a game, and I use the arrow keys, I can't read any text. It's as if the screen is blank and I'm sure that isn't the case. I think this problem has existed since Jaws 11 for me. Is there any techie on the staff who likes to use MUDS and has Jaws 13 on his/her system and is acquainted with VIP MUD and other MUD clients? I'm finding it quite frustrating when attempting role playing. I feel as if I'm going nowhere. The whole weird thing is that my settings insofar as I know is consistent with other users of VIP MUD yet the arrow keys and the reading keys aren't functioning from within a game. Regards, Kim Friedman. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1411 / Virus Database: 2092/4020 - Release Date: 11/16/11 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] new kof xiii vid!
That is correct... although there are rumours of a pc version. We'll have to see what happens... but for now, yes, you definitely need a system. - Original Message - From: Jess Varnell rory0...@yahoo.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 7:35 PM Subject: Re: [Audyssey] new kof xiii vid! Let me guess, you have to have some kind of game system to play this? Jess - Original Message - From: Clement Chou chou.clem...@gmail.com To: brandonsl...@freelists.org; Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 7:24 PM Subject: [Audyssey] new kof xiii vid! Okay! So... here's the latest vid for this game, and the game is less than a week away! Damn it I want to play now! http://youtu.be/X9Vw8LxJNFI Tuesday can't come soon enough! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] opening the box, was:Re: Game concepts
Hi che. I agree, user created stuff is great, especially for people who don't necessarily want to program their own game, but would like to expand others. the lw mission creator as already mentioned is a good example. for instance, i'd be willing to bet most of the track designers for rr wouldn't have the skills to go and create their own racing games from scratch. Beware the Grue! Dark. - Original Message - From: Che blindadrenal...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 11:00 PM Subject: [Audyssey] opening the box, was:Re: Game concepts I agree with Dark here, given the short development time relatively speaking for castaways, given something more like a commercial release schedule, the possibilities are pretty amazing. one thought here is to open the game up for player content by releasing a mission creator, and allowing for the manipulation and creation of new types of characters. with either an open XML file, or better yet, a character and unit editor, you could create new commodities, that could be required to produce a more complex item or building. likewise, you could tie in new characters into the commodities in various ways, the only limit would be the players imagination. for instance, if you wanted to turn castaways into a star wars colonization simulation, you could have a mission where you play the dark side, the ultimate goal being the creation of a death star, but along the way, you'd have to hold off those pesky jedi and their do gooder ways while you mined raw materials to produce the weapons and components necessary to defend and build your ultimate weapon. just one quick possibility there. I think there are a lot of folks out there that would take a design tool like this and really run with it. when i allowed folks to make their own tracks for RR, some of the tracks they came up with blew my mind, stuff i had never thought of using the track creator to do. for me, that was the most satisfying part of RR in the end, seeing folks take the tools i had given them and creating something totally new and fun with them. david greenwood is doing something quite cool with time of conflict by allowing end users to make and change units in a very open ended way, making the game as much a combat simulation creation tool as a game. with just a few man hours of time and some tweaking, making a star wars or magic the gathering war simulation including sound effects is completely possible, and its a brilliant stroke on david's part. this kind of out of the box thinking is what we need in audio games, and once again goes to show the most important ingredient in game making is the designer and their creativity, not the tools the designer is using. may the force live long and prosper and all that, che On 11/17/2011 4:25 PM, dark wrote: Hi chris. I've agree, and I've heard of aprone's rpg and am looking forward to it. I personally would prefer castaways to turn into something more like dwarf fortrass or civ, where you can start from just a few people stuck on a beach and end up building cities, making luxury goods for trade, building castles and fortifications and maybe even ships to go to other lands and extend your holdings, but hay, either or both is a good direction. The purpose of my message as I believe you gathered was neither to complain nor to make light of what Aprone has done in the past. It was just that as the bgt discussion lead aprone to talking about his impact on audio games, it seemed a good point to bring this up. All Of aprone's games have broken new ground,s but perhaps none has broken it as deeply. I'm fairly sure aprone could design a game as complex and revolutionary with as much replay as lone wolf, entombed, or any of the other greats, however it sometimes feels as if his projects are somewhat shorter than they could be. hopefully he'll considder something more expansive in future, sinse if all that creativity of his was focused on one thing it could be amazing! Beware the Grue! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or