Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Treasurehunt I actually find rather difficult myself, due to the total lack 
of any sort of audio ambience or ability to place markers,  -everything 
just looks the same to me. Shades I find significantly easier.


I don't particularly mind handling the direction facing commands in 
something like shades,  so long as there is something to distinguish in 
the different directions.


beware the Grue!

dark.

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 26, 2009 4:32 AM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios


Personally, in regards to 3D navigation, I am about the same as you Dark. 
I

personally prefer something similar to treasure hunt; I find it easier to
keep track of when each arrow does something different in regards to
direction.
Best Regards,
Hayden




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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Actually, the first generation of 3D games such as original doom did use the 
left right to turn method (one reason why audio quake has those controls), 
and other games like tomb rader or mario 64 use the analogue stick, --- with 
a short left press turning the character, and a long left hold causing them 
to run in the correct direction.


It's also worth remembering that audio 3D games are first person, while 
visual ones like resident evil are actually third person,  ie, you see 
the character on the screen and the environment around him/her, which has a 
profound effect on the control scheme,  as if everything turned with the 
character, you would lose the perspective of what is around them.


Beware the Grue!

Dark.
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 25, 2009 5:53 AM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios


I like the side-steping idea... I mean, isn't that akin to what you do in 
mainstream console games that are 3d? If you hold left, you don't just spin 
around in circles... you walk and or run in that direction. The only gae 
I've seen it done diferently is resident evil... and maybe the first three 
onimusha games.



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward

Hi Dark,
As a game developer I find your comments and suggestions most helpful. 
So as I understand it as long as I design my game engine a long the GMA 
engine, which I am, including such features as place markers, visited 
here before announcements, and even try my best to give each room a name 
you and possably others should be able to give you enough info to go on 
in order to play the game right?


dark wrote:

Hi.

As regards 3D navigation,  in fact navigation in general, as I've 
said, i'm probably the worst person you meet, with a biological cause 
sinse I was born prematurely and suffered brain damage which has 
resulted in me having an attrocious sense of spacial coordination and 
balance.


Frequently I'll see something or hit it with my cane,  but stil 
walk into it becauwse my ability to judge distance is so bad. i also 
find rotional exercises absolutely awful.


How I manage in 3D games however, is much the same way I manage in 
actual life,  and perhaps it's a method which would help others.


i physically don't even try to mentally map where I am going, or where 
the relation betwene places is. I simply remember landmarks and sets 
of directions.


thus in shades of doom, if there is a T junction, I'll mark the 
passage I came up, and the passage I go down,  then leave the 
other unmarked. i thus only have to remember occasions where the path 
forks, and where there is more than one choice of direction, --- -then 
mark those, and remember the choice I took.


when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.


also, i make extensive use of the navigation features, and use the 
various sizes of chamber as land marks,  as well as the audio kews 
around,   and (in sarah), the names of the rooms.


Yes, this method is bizarre, and yes I sometimes get lost,  but it 
does work for me quite a lot of the time.


It's also how I remember routes in real life,  not by remembering 
actual directions, but by simply memorizing lists of land marks and 
what I should do,  eg, turn right when i get to the tactile 
paving,  or when i can smell a certain coffee shop.


the one game this uttelry fails in is monkey business, firstly because 
your running around all over the place looking for those bloody 
monkies and often end up getting lost catching them, --, secondly 
because the areas in the game seem far more open than in something 
like shades, and thirdly (and probably most importantly), i find the 
navigation keys in monkey business distinctly unreliable, and not 
great at showing the environment or highlighting objects around you.


just my thoughts.

Beware the grue!

Dark.

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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Short answer,  yes, those features are what I use exhaustively. On the 
other hand audio maps I'm afraid I find just incomprehensible,  cool 
though the marauders' map in Sarah was.


Even coordinates I only tend to use as a general guideline to know if I'm in 
the middle or at the edge of a level,  or as an extra land mark feature 
(eg, i need to explore the turning at 8-23).


this is of course just the way i do things,  and other people (who do 
not have my spacial difficulties), may do things entirely differently.


Interestingly enough, I'll be having my mobility assessment with guide dogs 
on january the eighth, so I've been thinking about this (and explaining iot 
to the guide dogs service people), sinse I've often found myself at a loss 
with mobility officers who insist! upon using things like step counting or 
route mental mapping which my brain just won't cope with.


i remember one awful incident when learning my way around secondary school, 
there was a turning I needed to make. The bloody stupid mobility officer did 
it with me inumerable times, counting steps and being generally stupid!


I eventually asked my mum (who is also visually impared),  and she 
instantly pointed out that four feet beyond the turning was a cattle 
grid,  so all I neded to do to find it was go too far, reach the grid 
and turn back.


needless to say, i called the mobility officer some very colourful names 
after that.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 8:32 PM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios



Hi Dark,
As a game developer I find your comments and suggestions most helpful. So 
as I understand it as long as I design my game engine a long the GMA 
engine, which I am, including such features as place markers, visited here 
before announcements, and even try my best to give each room a name you 
and possably others should be able to give you enough info to go on in 
order to play the game right?



---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Scott Chesworth
Interesting point about coordinates Dark.  With your taste for RPG's
that tend to have a lot more number crunching and stats to take in,
I'd have expected you to rely pretty heavily on those.

Personally I can't make numbers relate to situations in the slightest
in any game, even remembering simple things like what coordinates the
fires are at in MOTA is beyond me, numbers of steps or coordinates and
the like just won't tie themselves to spacial considerations in my
mind for some reason.  I rely on audio cues or clues instead, which
sometimes means going past a turning to recognise what's beyond it
yup, and those combined with the navigation features of whatever game
I'm playing usually serve me well.  It does mean that I tend to take a
much less military approach in something like GMA Tank Commander I
suppose, but Mr Brain seems to prefer the free roaming feeling and
there's not much I can do to persuade him otherwise.

Scott

On 12/26/09, dark d...@xgam.org wrote:
 Short answer,  yes, those features are what I use exhaustively. On the
 other hand audio maps I'm afraid I find just incomprehensible,  cool
 though the marauders' map in Sarah was.

 Even coordinates I only tend to use as a general guideline to know if I'm in
 the middle or at the edge of a level,  or as an extra land mark feature
 (eg, i need to explore the turning at 8-23).

 this is of course just the way i do things,  and other people (who do
 not have my spacial difficulties), may do things entirely differently.

 Interestingly enough, I'll be having my mobility assessment with guide dogs
 on january the eighth, so I've been thinking about this (and explaining iot
 to the guide dogs service people), sinse I've often found myself at a loss
 with mobility officers who insist! upon using things like step counting or
 route mental mapping which my brain just won't cope with.

 i remember one awful incident when learning my way around secondary school,
 there was a turning I needed to make. The bloody stupid mobility officer did
 it with me inumerable times, counting steps and being generally stupid!

 I eventually asked my mum (who is also visually impared),  and she
 instantly pointed out that four feet beyond the turning was a cattle
 grid,  so all I neded to do to find it was go too far, reach the grid
 and turn back.

 needless to say, i called the mobility officer some very colourful names
 after that.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 26, 2009 8:32 PM
 Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios


 Hi Dark,
 As a game developer I find your comments and suggestions most helpful. So
 as I understand it as long as I design my game engine a long the GMA
 engine, which I am, including such features as place markers, visited here

 before announcements, and even try my best to give each room a name you
 and possably others should be able to give you enough info to go on in
 order to play the game right?


 ---
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Well scot, for me the number crunching is always subordinate to the game and 
the exploration of that game, --- so working out the best weapon and 
stratogy in a numerical rpg system helps because I can then go more places 
and do more things,  not just fight stronger monsters.


coordinates I tend to think of in the same way. i can't really map out 
pathways betwene coordinates if the path winds as in shades of doom. In 
games with flat coordinates and no obstacles such as galaxy ranger, I do use 
them quite a lot, but only on a flat horizontal and vertical line 
usually,  and I also work out weapon ranges based on coordinates.


this isn't really spacial though, it's more knowing that if the enemy 
command center in Gma tank commander is 1000 meters away, that's how much i 
have to elivate my gun barrel to fire the shells.


generally how much I use coordinates depends upon the game, and the more 
mazelike it is, the less I use them sinse mapping paths betwene different 
coordinates is something my brain won't cope with either.


In shades, sarah or entombed I never touch the coordinates command at all.

beware the grue!

dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 10:38 PM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios



Interesting point about coordinates Dark.  With your taste for RPG's
that tend to have a lot more number crunching and stats to take in,
I'd have expected you to rely pretty heavily on those.

Personally I can't make numbers relate to situations in the slightest
in any game, even remembering simple things like what coordinates the
fires are at in MOTA is beyond me, numbers of steps or coordinates and
the like just won't tie themselves to spacial considerations in my
mind for some reason.  I rely on audio cues or clues instead, which
sometimes means going past a turning to recognise what's beyond it
yup, and those combined with the navigation features of whatever game
I'm playing usually serve me well.  It does mean that I tend to take a
much less military approach in something like GMA Tank Commander I
suppose, but Mr Brain seems to prefer the free roaming feeling and
there's not much I can do to persuade him otherwise.

Scott



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward

Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the 
opposite  in fact. They usually cued me into land marks, sounds, and 
other things I could use to assess where I was without depending on 
something as unreliable as counting steps. Were it my instructors they 
would have told me about the grill so I would know if I went too far and 
passed my turn off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got 
the high tech equipment to get the most out of Shades of Doom or Sarah 
so they never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades 
of Doom, Tank Commander, or Sarah it sounds like I am standing there in 
the game. I can hear everything around me in 3d space, and I can use the 
sound to navigate around the level. Plus it helps to count doors, and 
the various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and 
makes a hard left in 15 feet you obviously can get a good idea where to 
go. This feature isn't that much different than seeing it as you get 
exactly the same information and have to make the same judgment weather 
to try the first corridor or go down the second one. I make lots of use 
of the control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For 
me that usually is enough to figure out exactly where I am, and gives me 
a good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level 
in my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in 
the game world and visualize the entire level in my mind. By being able 
to draw upon a mental picture in my mind it gives me somewhat of an edge 
in putting things in their correct 3d sspacial orientation to the 
character. Without a doubt that has to be a slight advantage when 
playing these sorts of games and figuring them out.


Cheers!

dark wrote:
Short answer,  yes, those features are what I use exhaustively. On 
the other hand audio maps I'm afraid I find just incomprehensible, 
 cool though the marauders' map in Sarah was.


Even coordinates I only tend to use as a general guideline to know if 
I'm in the middle or at the edge of a level,  or as an extra land 
mark feature (eg, i need to explore the turning at 8-23).


this is of course just the way i do things,  and other people (who 
do not have my spacial difficulties), may do things entirely differently.


Interestingly enough, I'll be having my mobility assessment with guide 
dogs on january the eighth, so I've been thinking about this (and 
explaining iot to the guide dogs service people), sinse I've often 
found myself at a loss with mobility officers who insist! upon using 
things like step counting or route mental mapping which my brain just 
won't cope with.


i remember one awful incident when learning my way around secondary 
school, there was a turning I needed to make. The bloody stupid 
mobility officer did it with me inumerable times, counting steps and 
being generally stupid!


I eventually asked my mum (who is also visually impared),  and she 
instantly pointed out that four feet beyond the turning was a cattle 
grid,  so all I neded to do to find it was go too far, reach the 
grid and turn back.


needless to say, i called the mobility officer some very colourful 
names after that.



---
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You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Bryan Peterson
That sounds like my mom's former neighbor, whom I need hardly point out had 
never been around a blind person before meeting me. She also thought the 
cane would magically tell you where the doors to the store were regardless 
of where you parked the car. Now if it'd been something like the EVA in 
Shades of Doom it might have worked out that way, but let's face it. I doubt 
we're likely to see anything like that in the near future.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 9:32 PM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios



Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the opposite 
in fact. They usually cued me into land marks, sounds, and other things I 
could use to assess where I was without depending on something as 
unreliable as counting steps. Were it my instructors they would have told 
me about the grill so I would know if I went too far and passed my turn 
off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got the 
high tech equipment to get the most out of Shades of Doom or Sarah so they 
never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades of 
Doom, Tank Commander, or Sarah it sounds like I am standing there in the 
game. I can hear everything around me in 3d space, and I can use the sound 
to navigate around the level. Plus it helps to count doors, and the 
various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and makes 
a hard left in 15 feet you obviously can get a good idea where to go. This 
feature isn't that much different than seeing it as you get exactly the 
same information and have to make the same judgment weather to try the 
first corridor or go down the second one. I make lots of use of the 
control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For me 
that usually is enough to figure out exactly where I am, and gives me a 
good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level in 
my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in the 
game world and visualize the entire level in my mind. By being able to 
draw upon a mental picture in my mind it gives me somewhat of an edge in 
putting things in their correct 3d sspacial orientation to the character. 
Without a doubt that has to be a slight advantage when playing these sorts 
of games and figuring them out.


Cheers!

dark wrote:
Short answer,  yes, those features are what I use exhaustively. On 
the other hand audio maps I'm afraid I find just incomprehensible,   
cool though the marauders' map in Sarah was.


Even coordinates I only tend to use as a general guideline to know if I'm 
in the middle or at the edge of a level,  or as an extra land mark 
feature (eg, i need to explore the turning at 8-23).


this is of course just the way i do things,  and other people (who do 
not have my spacial difficulties), may do things entirely differently.


Interestingly enough, I'll be having my mobility assessment with guide 
dogs on january the eighth, so I've been thinking about this (and 
explaining iot to the guide dogs service people), sinse I've often found 
myself at a loss with mobility officers who insist! upon using things 
like step counting or route mental mapping which my brain just won't cope 
with.


i remember one awful incident when learning my way around secondary 
school, there was a turning I needed to make. The bloody stupid mobility 
officer did it with me inumerable times, counting steps and being 
generally stupid!


I eventually asked my mum (who is also visually impared),  and she 
instantly pointed out that four feet

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread mike maslo
Yes mine too though my mobility instructor was worse than me laughing.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 26, 2009 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the 
opposite  in fact. They usually cued me into land marks, sounds, and 
other things I could use to assess where I was without depending on 
something as unreliable as counting steps. Were it my instructors they 
would have told me about the grill so I would know if I went too far and 
passed my turn off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got 
the high tech equipment to get the most out of Shades of Doom or Sarah 
so they never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades 
of Doom, Tank Commander, or Sarah it sounds like I am standing there in 
the game. I can hear everything around me in 3d space, and I can use the 
sound to navigate around the level. Plus it helps to count doors, and 
the various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and 
makes a hard left in 15 feet you obviously can get a good idea where to 
go. This feature isn't that much different than seeing it as you get 
exactly the same information and have to make the same judgment weather 
to try the first corridor or go down the second one. I make lots of use 
of the control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For 
me that usually is enough to figure out exactly where I am, and gives me 
a good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level 
in my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in 
the game world and visualize the entire level in my mind. By being able 
to draw upon a mental picture in my mind it gives me somewhat of an edge 
in putting things in their correct 3d sspacial orientation to the 
character. Without a doubt that has to be a slight advantage when 
playing these sorts of games and figuring them out.

Cheers!

dark wrote:
 Short answer,  yes, those features are what I use exhaustively. On 
 the other hand audio maps I'm afraid I find just incomprehensible, 
  cool though the marauders' map in Sarah was.

 Even coordinates I only tend to use as a general guideline to know if 
 I'm in the middle or at the edge of a level,  or as an extra land 
 mark feature (eg, i need to explore the turning at 8-23).

 this is of course just the way i do things,  and other people (who 
 do not have my spacial difficulties), may do things entirely differently.

 Interestingly enough, I'll be having my mobility assessment with guide 
 dogs on january the eighth, so I've been thinking about this (and 
 explaining iot to the guide dogs service people), sinse I've often 
 found myself at a loss with mobility officers who insist! upon using 
 things like step counting or route mental mapping which my brain just 
 won't cope with.

 i remember one awful incident when learning my way around secondary 
 school, there was a turning I needed to make. The bloody stupid 
 mobility officer did it with me inumerable times, counting steps and 
 being generally stupid!

 I eventually asked my mum (who is also visually impared),  and she 
 instantly pointed out that four feet beyond the turning was a cattle 
 grid,  so all I neded to do to find it was go too far, reach the 
 grid and turn back.

 needless to say, i called the mobility officer some very colourful 
 names after that.


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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Hayden Presley
Interesting...counting steps? Just walk 9234 to the store, then 23056 to the
restaurant for lunch...
Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mike maslo
Sent: Sunday, December 27, 2009 11:02 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

Yes mine too though my mobility instructor was worse than me laughing.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 26, 2009 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the 
opposite  in fact. They usually cued me into land marks, sounds, and 
other things I could use to assess where I was without depending on 
something as unreliable as counting steps. Were it my instructors they 
would have told me about the grill so I would know if I went too far and 
passed my turn off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got 
the high tech equipment to get the most out of Shades of Doom or Sarah 
so they never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades 
of Doom, Tank Commander, or Sarah it sounds like I am standing there in 
the game. I can hear everything around me in 3d space, and I can use the 
sound to navigate around the level. Plus it helps to count doors, and 
the various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and 
makes a hard left in 15 feet you obviously can get a good idea where to 
go. This feature isn't that much different than seeing it as you get 
exactly the same information and have to make the same judgment weather 
to try the first corridor or go down the second one. I make lots of use 
of the control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For 
me that usually is enough to figure out exactly where I am, and gives me 
a good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level 
in my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in 
the game world and visualize the entire level in my mind. By being able 
to draw upon a mental picture in my mind it gives me somewhat of an edge 
in putting things in their correct 3d sspacial orientation to the 
character. Without a doubt that has to be a slight advantage when 
playing these sorts of games and figuring them out.

Cheers!

dark wrote:
 Short answer,  yes, those features are what I use exhaustively. On 
 the other hand audio maps I'm afraid I find just incomprehensible, 
  cool though the marauders' map in Sarah was.

 Even coordinates I only tend to use as a general guideline to know if 
 I'm in the middle or at the edge of a level,  or as an extra land 
 mark feature (eg, i need to explore the turning at 8-23).

 this is of course just the way i do things,  and other people (who 
 do not have my spacial difficulties), may do things entirely differently.

 Interestingly enough, I'll be having my mobility assessment with guide 
 dogs on january the eighth, so I've been thinking about this (and 
 explaining iot to the guide dogs service people), sinse I've often 
 found myself at a loss with mobility officers who insist! upon using 
 things like step counting or route mental mapping which my brain just 
 won't cope with.

 i remember one awful incident when learning my way around secondary 
 school, there was a turning I needed to make. The bloody stupid 
 mobility officer did it with me inumerable times, counting steps and 
 being generally stupid!

 I eventually asked my mum (who is also visually impared),  and she 
 instantly pointed out that four feet beyond the turning was a cattle 
 grid

[Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-25 Thread dark

Hi.

As regards 3D navigation,  in fact navigation in general, as I've said, 
i'm probably the worst person you meet, with a biological cause sinse I was 
born prematurely and suffered brain damage which has resulted in me having 
an attrocious sense of spacial coordination and balance.


Frequently I'll see something or hit it with my cane,  but stil walk 
into it becauwse my ability to judge distance is so bad. i also find 
rotional exercises absolutely awful.


How I manage in 3D games however, is much the same way I manage in actual 
life,  and perhaps it's a method which would help others.


i physically don't even try to mentally map where I am going, or where the 
relation betwene places is. I simply remember landmarks and sets of 
directions.


thus in shades of doom, if there is a T junction, I'll mark the passage I 
came up, and the passage I go down,  then leave the other unmarked. i 
thus only have to remember occasions where the path forks, and where there 
is more than one choice of direction, --- -then mark those, and remember the 
choice I took.


when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.


also, i make extensive use of the navigation features, and use the various 
sizes of chamber as land marks,  as well as the audio kews around,   
and (in sarah), the names of the rooms.


Yes, this method is bizarre, and yes I sometimes get lost,  but it does 
work for me quite a lot of the time.


It's also how I remember routes in real life,  not by remembering actual 
directions, but by simply memorizing lists of land marks and what I should 
do,  eg, turn right when i get to the tactile paving,  or when i can 
smell a certain coffee shop.


the one game this uttelry fails in is monkey business, firstly because your 
running around all over the place looking for those bloody monkies and often 
end up getting lost catching them, --, secondly because the areas in the 
game seem far more open than in something like shades, and thirdly (and 
probably most importantly), i find the navigation keys in monkey business 
distinctly unreliable, and not great at showing the environment or 
highlighting objects around you.


just my thoughts.

Beware the grue!

Dark. 



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-25 Thread Hayden Presley
Personally, in regards to 3D navigation, I am about the same as you Dark. I
personally prefer something similar to treasure hunt; I find it easier to
keep track of when each arrow does something different in regards to
direction.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, December 25, 2009 9:10 PM
To: Gamers Discussion list
Subject: [Audyssey] 3D navigation was: The future of Blastbay Studios

Hi.

As regards 3D navigation,  in fact navigation in general, as I've said, 
i'm probably the worst person you meet, with a biological cause sinse I was 
born prematurely and suffered brain damage which has resulted in me having 
an attrocious sense of spacial coordination and balance.

Frequently I'll see something or hit it with my cane,  but stil walk 
into it becauwse my ability to judge distance is so bad. i also find 
rotional exercises absolutely awful.

How I manage in 3D games however, is much the same way I manage in actual 
life,  and perhaps it's a method which would help others.

i physically don't even try to mentally map where I am going, or where the 
relation betwene places is. I simply remember landmarks and sets of 
directions.

thus in shades of doom, if there is a T junction, I'll mark the passage I 
came up, and the passage I go down,  then leave the other unmarked. i 
thus only have to remember occasions where the path forks, and where there 
is more than one choice of direction, --- -then mark those, and remember the

choice I took.

when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.

also, i make extensive use of the navigation features, and use the various 
sizes of chamber as land marks,  as well as the audio kews around, 

and (in sarah), the names of the rooms.

Yes, this method is bizarre, and yes I sometimes get lost,  but it does 
work for me quite a lot of the time.

It's also how I remember routes in real life,  not by remembering actual

directions, but by simply memorizing lists of land marks and what I should 
do,  eg, turn right when i get to the tactile paving,  or when i can

smell a certain coffee shop.

the one game this uttelry fails in is monkey business, firstly because your 
running around all over the place looking for those bloody monkies and often

end up getting lost catching them, --, secondly because the areas in the 
game seem far more open than in something like shades, and thirdly (and 
probably most importantly), i find the navigation keys in monkey business 
distinctly unreliable, and not great at showing the environment or 
highlighting objects around you.

just my thoughts.

Beware the grue!

Dark. 


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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-25 Thread clement chou
I like the side-steping idea... I mean, isn't that akin to what you do in 
mainstream console games that are 3d? If you hold left, you don't just spin 
around in circles... you walk and or run in that direction. The only gae 
I've seen it done diferently is resident evil... and maybe the first three 
onimusha games.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 25, 2009 7:10 PM
Subject: [Audyssey] 3D navigation was: The future of Blastbay Studios



Hi.

As regards 3D navigation,  in fact navigation in general, as I've 
said, i'm probably the worst person you meet, with a biological cause 
sinse I was born prematurely and suffered brain damage which has resulted 
in me having an attrocious sense of spacial coordination and balance.


Frequently I'll see something or hit it with my cane,  but stil walk 
into it becauwse my ability to judge distance is so bad. i also find 
rotional exercises absolutely awful.


How I manage in 3D games however, is much the same way I manage in actual 
life,  and perhaps it's a method which would help others.


i physically don't even try to mentally map where I am going, or where the 
relation betwene places is. I simply remember landmarks and sets of 
directions.


thus in shades of doom, if there is a T junction, I'll mark the passage I 
came up, and the passage I go down,  then leave the other unmarked. i 
thus only have to remember occasions where the path forks, and where there 
is more than one choice of direction, --- -then mark those, and remember 
the choice I took.


when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.


also, i make extensive use of the navigation features, and use the various 
sizes of chamber as land marks,  as well as the audio kews 
around,   and (in sarah), the names of the rooms.


Yes, this method is bizarre, and yes I sometimes get lost,  but it 
does work for me quite a lot of the time.


It's also how I remember routes in real life,  not by remembering 
actual directions, but by simply memorizing lists of land marks and what I 
should do,  eg, turn right when i get to the tactile paving,  or 
when i can smell a certain coffee shop.


the one game this uttelry fails in is monkey business, firstly because 
your running around all over the place looking for those bloody monkies 
and often end up getting lost catching them, --, secondly because the 
areas in the game seem far more open than in something like shades, and 
thirdly (and probably most importantly), i find the navigation keys in 
monkey business distinctly unreliable, and not great at showing the 
environment or highlighting objects around you.


just my thoughts.

Beware the grue!

Dark.

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list,
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