Re: [Audyssey] info AudioGames Game Engine

2015-06-12 Thread Thomas Ward
Hi Mohsin ,

Honestly most of our games seem more on par with mainstream games from
20 years ago rather than 10 to 15 years ago. I'd say comparing our
games to Sega, Nintendo, or any other games from 10 to 15 years ago is
pretty conservative as I happen to own a number of console games from
2000 to 2005 and a lot of them are far superior to any audio game I
know of in terms of audio, graphics, game play, etc. So the question
at hand is what to do about it.

It is all well and good to plead for better and more advanced audio
games.  It is even alright to encourage our developers to build better
and more complex games. However, until certain issues have practical
solutions the audio games industry isn't going anywhere.

First, is finances. Our audio game developers are not multi-million
dollar companies with lots of money to pay out on royalties for
sounds, music, and top notch acting. So one way you can accomplish
your goal of better audio games is by helping us find ways to finance
our game development. People have tried kickstarter and crowd funding
with mixed success. Others have tried taking preorders and not managed
to raise the funds they really needed. There are ways of razing money
but so far none of the usual ways were too successful at sponsoring an
audio game for such a limited market as ours.

Second, time it takes to develop a very complex game. Now, obviously
if more advanced game engines like Unity were accessible that would
drastically cut down the time and effort it takes to create an audio
game, but the fact of the matter is such an engine does not exist for
audio game developers. Most have to put blood sweat and tears into a
creation even with a tool like BGT making it a long and drawn out
process to put together a simple side-scroller like Q9 let alone
something as complex as Call of Duty, Assassin Creed, or Mass Effect.
Until we have a method and means of creating bigger and complex games
without taking years to create a game I don't see anyone really doing
so. Its not that they don't want to, but that the method and means
just isn't there.

The problem comes back to time management. If we have a five year
period is it better for a developer to spend that entire five year
period developing one massively complex game or perhaps writing five
smaller arcade games. Those desiring a bigger more complex game would
ask that he or she spend the time on a bigger and better game, but it
might be more beneficial for the community as a whole to have five
smaller and less complex games.

Then, there is the issue of the money. If a developer is a commercial
developer he or she will make more money off five or six smaller games
than he or she will ever make off of one big complex game. The
financial returns on an Assassin Creed or Call of Duty just isn't
there because there aren't enough blind gamers out there to support
such a game financially.

In summary what I am hearing from threads like this is a lot of "I
wants." How about some solid and constructive ideas to resolve the
difficulties of developing such a game and we will see if it is
possible.

Cheers!


On 6/12/15, Mohsin Ali  wrote:
> Hello Thomas!
>
> yes, all of your points are valid and I agree completely with them,
> however, we must find a way to evolve because, if you see the present
> level of audio games, then you will find that they are equelant to
> those of sega or Nintendo systems 10  or 15 years ago.
>
> as an audio gamer my self, I want more games which have better audio
> and have a large setting of missions and story etc.
>
> I know that our lovely developers are sweating blood while making all
> of the present games but , you know, when I hear the quality and story
> of normal games like assassin creed, hitman, age of empire, empire
> earth, call of duty , mass effect, strong hold crusader, grand theft
> auto, EA sports, EA games SIMS. and many many more, then I feel very
> much left out.
>
> again I know that we are too much scattered all over the globe to sit
> together and develop games but, I want somebody to come forward and
> start leading this campaign.
>
> I myself am not a proper programmer or I would have taken this initial
> step.
>
>
> at the end I'd like to plead that "guys! please , please think about
> it, and try to find a way to do it." that's all we ask.
>
>
> salute  to all of the programmers and developers.
>
>
> cheers.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-12 Thread Mohsin Ali
Hello Thomas!

yes, all of your points are valid and I agree completely with them,
however, we must find a way to evolve because, if you see the present
level of audio games, then you will find that they are equelant to
those of sega or Nintendo systems 10  or 15 years ago.

as an audio gamer my self, I want more games which have better audio
and have a large setting of missions and story etc.

I know that our lovely developers are sweating blood while making all
of the present games but , you know, when I hear the quality and story
of normal games like assassin creed, hitman, age of empire, empire
earth, call of duty , mass effect, strong hold crusader, grand theft
auto, EA sports, EA games SIMS. and many many more, then I feel very
much left out.

again I know that we are too much scattered all over the globe to sit
together and develop games but, I want somebody to come forward and
start leading this campaign.

I myself am not a proper programmer or I would have taken this initial step.


at the end I'd like to plead that "guys! please , please think about
it, and try to find a way to do it." that's all we ask.


salute  to all of the programmers and developers.


cheers.

On 6/9/15, Thomas Ward  wrote:
> Hi Mohsin,
>
> I don't thin kit is so much people aren't willing to accept the
> suggestion so much as there are some really big issues that need to be
> addressed.
>
> To start with we could discuss the issue of programming languages and
> tools. As you know many audio game developers have been going solo for
> so long that they have developed very specific interests when it comes
> to languages and tools. That is a big problem because in order to work
> together they are going to have to agree on the same language, tools,
> and similar coding conventions else there is going to be a serious
> conflict of interest from the get go.
>
> Then, if we are going to expand in to the sighted market we are going
> to need some people who are decent graphics artists. People who know
> how to do decent graphics design and someone to instruct audio game
> developers about the art of graphics animation. Not impossible, but
> needs to be considered before breaking into the mainstream market with
> sighted players.
>
> I don't disagree with you that our audio games should evolve the
> question is how to do it. There are real technical and other issues
> that need to be addressed before that can and will happen.
>
> Cheers!
>
>
> On 6/9/15, Mohsin Ali  wrote:
>> Hello Dakotah Rickard!
>>
>> I also raised the same point couple months back but people however,are
>> it seems, not ready to accept the suggestion, although some of the
>> audio games developer companies are doing some projects together e.g.
>> "psycho strike" etc. however, we need more and bigger companies to
>> emerge in order to produce better and market competing games, which
>> are not only for blind exclusively  but, sighted people could also
>> play them. why limit ourselves, why not explore  the new boundries?
>> why not push the existing boundries?
>>
>>
>> the game industry is evolving, so I think that our audio games should
>> also evolve.
>>
>>
>> cheers.
>
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Re: [Audyssey] Chess or Mahjong

2015-06-12 Thread Jeremy Brown
Thanks Dark, I'll pursue this further.  I am interested enough, both
as a blind gamer myself, and as a designer in the challenges, that I
don't want to totally give this up, but right now, I have several
other irons in the fire, and this did not turn out quite as simple a
situation as I was hoping.  (Is it ever?)  Take care,

Jeremy



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>1.  chess or mahjong (Jeremy Brown)
>2. Re:  chess or mahjong (dark)
>
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> --
>
> Message: 1
> Date: Thu, 11 Jun 2015 12:23:56 -0500
> From: Jeremy Brown 
> To: gamers 
> Subject: [Audyssey] chess or mahjong
> Message-ID:
>   
> Content-Type: text/plain; charset=UTF-8
>
> I actually went and  researched Mahjong in response to this topic.
>
> A lot of the complexity of coding such a beast would be your
> definition of what Mahjong is.
>
> There's apparently a number of different variations ranging from
> relatively simple to immensely complex.  Our card game Rummy is based
> on it.  I studied a couple of simpler multi-player versions, and had a
> simpler solitaire set up explained to me by my wife.  The game's setup
> as a solitaire game presents some unique challenges in an audio
> environment, having multiple levels, some of which you can see only
> partially that all must be displayed more or less simultaneously.  In
> the traditional games, the challenge is more one of mastering the rule
> sets well enough to create a game that accurately reproduces the game
> play.
>
> Warning: I did not investigate American Mahjong extensively because it
> appears much simpler and more derivative from the original versions.
> That said, it might be a way to progress.  If I were to attempt it,
> with the help of my pet coder (hi Aaron! that's you), I'd lean toward
> doing a multi-player version based on the Hong Kong old style rules I
> studied.  They seemed simple enough to master relatively easily,
> complex enough to be interesting, and different enough from card games
> to present a unique challenge.  That said, I don't see it happening
> any time soon.  I need to get a Mahjong set and experiment with it
> before I could design an AI that played even reasonably well.
>
> Take care,
>
> Jeremy
>
>
> --
> In the fight between you and the world--back the world! Frank Zapa
>
>
>
> --
>
> Message: 2
> Date: Thu, 11 Jun 2015 21:07:34 +0100
> From: "dark" 
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] chess or mahjong
> Message-ID: <0E2355132A034E3CBB73E70ED0B1C58A@userec7a90e6b3>
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
>   reply-type=original
>
> I believe the game toodle tiles from american printing house for the blind
> was based on the solo version of mahjong, or one of them at any rate, but to
>
> be honest between the game's serious repackaging as a gamefirmly and
> distinctly aimed at children (even the documentation is written to sell to
> teachers), and the fact I've never got the demo of the bloody thing to work,
>
> I can't say for certain either way.
>
> Still, you can find links on audiogames.net. Once upon a time there was a
> podcast about the game which I heard (which is where I know a little from),
>
> but god knows where it has gone, I believe it was on the noew defunked
> blindcooltech.
>
>
>
> All the best,
>
> Dark.
> - Original Message -
> From: "Jeremy Brown" 
> To: "gamers" 
> Sent: Thursday, June 11, 2015 6:23 PM
> Subject: [Audyssey] chess or mahjong
>
>
>>I actually went and  researched Mahjong in response to this topic.
>>
>> A lot of the complexity of coding such a beast would be your
>> definition of what Mahjong is.
>>
>> There's apparently a number of different variations ranging from
>> relatively simple to immensely complex.  Our card game Rummy is based
>> on it.  I studied a couple of simpler multi-player versions, and had a
>> simpler solitaire set up explained to me by my wife.  The game's setup
>> as a solitaire game presents some unique challenges in an audio
>> environment, having multiple levels, some of which you can see only
>> partially that all must be displayed more or less simultaneously.  In
>> the traditional games, the challenge is more one of mastering the rule
>> sets well enough to create a game that accurately reproduces the game
>> play.
>>
>> Warning: I did not investigate American Mahjong extensively because it
>> appears m