Re: [Audyssey] A Question About the Best user Interface

2013-09-02 Thread James Bartlett

Hello Thomas

   That makes lots of sence. Thank you for braking it down for me.

bfn
James

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, August 29, 2013 10:46 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] A Question About the Best user Interface


Hi James,

Ahem...We are talking about a text based user interface. You don't
have Windows menus and such and first letter navigation would be
impossible given the sheer size of the database of performers. You
have to enter the number associated with the performer and then enter
to select him/her from the list. Make sense?

Cheers!

On 8/29/13, James Bartlett jab8...@gmail.com wrote:

hI there

That is what I was thinking myself. I think first letter nav would be
good for all those players.

bfn
James


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Re: [Audyssey] A Question About the Best user Interface

2013-08-30 Thread Thomas Ward
Hi Dark,

Exactly my thoughts. Plus I've encountered some GUI applications that
don't behave well with screen readers, but are still usable provided
you know how to examine the screen, point and click on things, and get
an overview of the layout without depending on links, buttons, and
whatever else to give you structural layout by tabbing around or using
arrow keys. Good screen review skills is essential and like you I
think playing text only games has taught me to review the screen more
rather than depending on graphical elements like tabs, buttons, menus,
whatever else to figure out what is being presented on screen. :D

Cheers!


On 8/29/13, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on nvda, I suspect something was the case, since I know people
 have been playing around with smugglers 5 and nvda and having far better
 results than earlier games (after all back in 2008 when s3 was released nvda

 wasn't an option at all).

 I would say though console window applications have more of a bennifit for
 screen reader use than just themselves, even if you don't count various if
 interpreters (which of course work on multiple platforms).

 Since console windows have none of the links, coded headings or other
 shenanigans that lots of screen readers use when navigating webpages, they
 force people to interact with the text and just the text, and learning those

 commands can be valuable in many other applications where simply working by

 the predefined hotspots won't cut be enough,  since there are obviously

 some screne readers (which again I shal not name), which work on presenting

 information to the user in a set format, rather than letting the user work
 his/her way around it.

 To give one example, in core exiles the inventory is rather complex to
 navigate with very many buttons and links since each inventory item has a
 variety of things you can do with it, eg, recycle, equip, sell etc. Some of

 this involves buttons for each item, some (such as view), are links, but the

 main information on quantity, type etc is just plane text, there doesn't
 even seem to be a major web heading. Thus, navigating by table and paragraph

 is by far the best way I've found myself to explore that particular list
 quickly and gain a full understanding of what is where.

 Beware the Grue!

 Dark.

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Re: [Audyssey] A Question About the Best user Interface

2013-08-30 Thread Thomas Ward
Hi Charles,

Yes, that's it in a nutshell. Those skills should already be present,
and if not it is really up to the end user to train himself/herself to
get good with their screen reader. It really should not be the
developer's place to write his/her entire program's interface to suit
an end user who simply lacks skills with their screen reader. It is
easier to train people to use their screen reader with a certain type
of interface than to rewrite everything to make up for their lack of
knowledge.

Speaking of college or Olympic wrestling that's definitely a different
ball of wax. A lot of amateur wrestling uses Greco-Roman style
wrestling which is more about grapples, holds, and pins than is
typical in professional wrestling. Professional wrestling is really a
catch all sport by borrowing from many different fighting styles
introducing kicks, chops, punches, throws, as well as more traditional
holds and pins. In high school/amateur wrestling we generally don't
see guys picking up their opponent and giving them a front powerslam
to the mat, but that sort of thing is typical in professional
wrestling.

Cheers!



On 8/29/13, Charles Rivard wee1s...@fidnet.com wrote:
 I see your logic, and agree with it.  If you have written it as a text game,

 then we should learn the skills that are already available to us in the form

 of screen review keys that come with our screen readers.  We have the
 appropriate keys to do the job, we have the documentation to learn to use
 those keystrokes if we care to, and if we don't care to, then this would not

 be the game for us.  But learning those skills can be valuable in other
 areas, so why not have fun learning them?

 The game is not one that I am interested in, as the only form of wrestling I

 would be interested in is something like high school, college, or Olympic
 wrestling, but that is a personal choice.

 --
 If guns kill people, writing implements cause grammatical and spelling
 errors!

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[Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi everyone,

I have a quick question I thought I'd throw out here to the community
to see what you thought about this. As many of you know for a while
now I have been developing a WWE wrestling game in Python, that is
largely text based, but one problem is not all the performers can fit
on the same screen when selecting the challenger or the opponent for
the match. As the database of male and female performers grows this
problem will only get worse. Now, there are two ways of handling this
issue.

The way a sighted developer would handle this is they would table all
the options on the screen into columns and rows rather than put them
in a vertical list like this.

Select the challenger.

1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian
5. Ted DiBiase Jr. 6. Edge 7. Mark Henry 8. Kane

Now, obviously the advantage of doing it this way is I could
conceivably squeeze a huge database of performers onto a single screen
simply by placing them into a table instead of a vertical list. I
should be able to place somewhere between 50 and 60 performers onto a
single screen. My concern though is that it will take more work
reviewing the screen to find the option for the performer you want to
play as you'd basically have to examine the entire table to find out
that a certain performer is number 36 out of 50 possibilities.

The alternative is I could create a vertical list of performers, but
split it up over several screens. That means if a database of
challengers had 60 performers you would get the first 20, press enter,
see the next 20, press enter again, and get the last 20 performers. In
some aspect sits more accessible, but I don't like it because I'd
rather see as many performers as possible on the same screen.

So any thoughts, suggestions, or ideas?

Thanks.

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread James Howard
I believe, the table will be your best bet, if you want them all to be
on the one screen. Its really not difficult to navigate once you
understand the layout, its a bit more reading, yes, but worthing it of
you want that one screen list.

On 8/29/13, Thomas Ward thomasward1...@gmail.com wrote:
 Hi everyone,

 I have a quick question I thought I'd throw out here to the community
 to see what you thought about this. As many of you know for a while
 now I have been developing a WWE wrestling game in Python, that is
 largely text based, but one problem is not all the performers can fit
 on the same screen when selecting the challenger or the opponent for
 the match. As the database of male and female performers grows this
 problem will only get worse. Now, there are two ways of handling this
 issue.

 The way a sighted developer would handle this is they would table all
 the options on the screen into columns and rows rather than put them
 in a vertical list like this.

 Select the challenger.

 1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian
 5. Ted DiBiase Jr. 6. Edge 7. Mark Henry 8. Kane

 Now, obviously the advantage of doing it this way is I could
 conceivably squeeze a huge database of performers onto a single screen
 simply by placing them into a table instead of a vertical list. I
 should be able to place somewhere between 50 and 60 performers onto a
 single screen. My concern though is that it will take more work
 reviewing the screen to find the option for the performer you want to
 play as you'd basically have to examine the entire table to find out
 that a certain performer is number 36 out of 50 possibilities.

 The alternative is I could create a vertical list of performers, but
 split it up over several screens. That means if a database of
 challengers had 60 performers you would get the first 20, press enter,
 see the next 20, press enter again, and get the last 20 performers. In
 some aspect sits more accessible, but I don't like it because I'd
 rather see as many performers as possible on the same screen.

 So any thoughts, suggestions, or ideas?

 Thanks.

 ---
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Charles Rivard
I would rather have the selections fore accessible with less clutter and 
work for the gamer.  I would go for option 2, because, if there are 60 to 
choose from, and you find it on the second screen of 20, there's no need to 
go further.  Another possibility:  If you know the one that you want, is it 
possible to use first letter navigation to locate it?  Or control home or 
end to quickly navigate from top to bottom and then work from there using 
the up or down arrows ot tab and shift tab?


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 7:13 AM
Subject: [Audyssey] A Question About the Best user Interface



Hi everyone,

I have a quick question I thought I'd throw out here to the community
to see what you thought about this. As many of you know for a while
now I have been developing a WWE wrestling game in Python, that is
largely text based, but one problem is not all the performers can fit
on the same screen when selecting the challenger or the opponent for
the match. As the database of male and female performers grows this
problem will only get worse. Now, there are two ways of handling this
issue.

The way a sighted developer would handle this is they would table all
the options on the screen into columns and rows rather than put them
in a vertical list like this.

Select the challenger.

1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian
5. Ted DiBiase Jr. 6. Edge 7. Mark Henry 8. Kane

Now, obviously the advantage of doing it this way is I could
conceivably squeeze a huge database of performers onto a single screen
simply by placing them into a table instead of a vertical list. I
should be able to place somewhere between 50 and 60 performers onto a
single screen. My concern though is that it will take more work
reviewing the screen to find the option for the performer you want to
play as you'd basically have to examine the entire table to find out
that a certain performer is number 36 out of 50 possibilities.

The alternative is I could create a vertical list of performers, but
split it up over several screens. That means if a database of
challengers had 60 performers you would get the first 20, press enter,
see the next 20, press enter again, and get the last 20 performers. In
some aspect sits more accessible, but I don't like it because I'd
rather see as many performers as possible on the same screen.

So any thoughts, suggestions, or ideas?

Thanks.

---
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Allan Thompson
I guess it all depends. One of my biggest issues is not being able to reread
choices, especially in long lists and/or tables. Is there a way to review
the choices the game gives ? I assume no arrow keys since you said it would
be text. 

If it is possible to review these wrestler choices over again, then one
screen would probably be better then  a long vertical list.

al 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Thursday, August 29, 2013 8:14 AM
To: Gamers Discussion list
Subject: [Audyssey] A Question About the Best user Interface

Hi everyone,

I have a quick question I thought I'd throw out here to the community to see
what you thought about this. As many of you know for a while now I have been
developing a WWE wrestling game in Python, that is largely text based, but
one problem is not all the performers can fit on the same screen when
selecting the challenger or the opponent for the match. As the database of
male and female performers grows this problem will only get worse. Now,
there are two ways of handling this issue.

The way a sighted developer would handle this is they would table all the
options on the screen into columns and rows rather than put them in a
vertical list like this.

Select the challenger.

1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian 5. Ted DiBiase Jr.
6. Edge 7. Mark Henry 8. Kane

Now, obviously the advantage of doing it this way is I could conceivably
squeeze a huge database of performers onto a single screen simply by placing
them into a table instead of a vertical list. I should be able to place
somewhere between 50 and 60 performers onto a single screen. My concern
though is that it will take more work reviewing the screen to find the
option for the performer you want to play as you'd basically have to examine
the entire table to find out that a certain performer is number 36 out of 50
possibilities.

The alternative is I could create a vertical list of performers, but split
it up over several screens. That means if a database of challengers had 60
performers you would get the first 20, press enter, see the next 20, press
enter again, and get the last 20 performers. In some aspect sits more
accessible, but I don't like it because I'd rather see as many performers as
possible on the same screen.

So any thoughts, suggestions, or ideas?

Thanks.

---
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi James,

Yes, that is basically how I see it as well. It might take a bit more
work to examine the screen, but all performers will be on the same
screen and it shouldn't be too hard to navigate the screen once
someone is familiar with the layout. It is even better with a braille
display as you can view more than one option per line.

Cheers!

On 8/29/13, James Howard coldshadow...@gmail.com wrote:
 I believe, the table will be your best bet, if you want them all to be
 on the one screen. Its really not difficult to navigate once you
 understand the layout, its a bit more reading, yes, but worthing it of
 you want that one screen list.

---
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread James Bartlett

hI there

   That is what I was thinking myself. I think first letter nav would be 
good for all those players.


bfn
James

--
From: Charles Rivard wee1s...@fidnet.com
Sent: Thursday, August 29, 2013 10:24 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] A Question About the Best user Interface

I would rather have the selections fore accessible with less clutter and 
work for the gamer.  I would go for option 2, because, if there are 60 to 
choose from, and you find it on the second screen of 20, there's no need 
to go further.  Another possibility:  If you know the one that you want, 
is it possible to use first letter navigation to locate it?  Or control 
home or end to quickly navigate from top to bottom and then work from 
there using the up or down arrows ot tab and shift tab?


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 7:13 AM
Subject: [Audyssey] A Question About the Best user Interface



Hi everyone,

I have a quick question I thought I'd throw out here to the community
to see what you thought about this. As many of you know for a while
now I have been developing a WWE wrestling game in Python, that is
largely text based, but one problem is not all the performers can fit
on the same screen when selecting the challenger or the opponent for
the match. As the database of male and female performers grows this
problem will only get worse. Now, there are two ways of handling this
issue.

The way a sighted developer would handle this is they would table all
the options on the screen into columns and rows rather than put them
in a vertical list like this.

Select the challenger.

1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian
5. Ted DiBiase Jr. 6. Edge 7. Mark Henry 8. Kane

Now, obviously the advantage of doing it this way is I could
conceivably squeeze a huge database of performers onto a single screen
simply by placing them into a table instead of a vertical list. I
should be able to place somewhere between 50 and 60 performers onto a
single screen. My concern though is that it will take more work
reviewing the screen to find the option for the performer you want to
play as you'd basically have to examine the entire table to find out
that a certain performer is number 36 out of 50 possibilities.

The alternative is I could create a vertical list of performers, but
split it up over several screens. That means if a database of
challengers had 60 performers you would get the first 20, press enter,
see the next 20, press enter again, and get the last 20 performers. In
some aspect sits more accessible, but I don't like it because I'd
rather see as many performers as possible on the same screen.

So any thoughts, suggestions, or ideas?

Thanks.

---
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Al,

Simply use your screen readers review cursor. With NVDA, for example,
you could press shift+numpad-7 to go to the top of the screen and then
use numpad-9 to read down the screen line by line. With Jaws go to
Jaws cursor mode and use the numpad-arrows to look around the table.
The point being you can't use the standard arrow keys to move around,
that's true, but you can use your screen readers review cursor keys to
explore the table as much as needed. This is true for any console or
text based  program. Hope this makes sense.

Cheers!


On 8/29/13, Allan Thompson allan1.thomp...@cox.net wrote:
 I guess it all depends. One of my biggest issues is not being able to
 reread
 choices, especially in long lists and/or tables. Is there a way to review
 the choices the game gives ? I assume no arrow keys since you said it would
 be text.

 If it is possible to review these wrestler choices over again, then one
 screen would probably be better then  a long vertical list.

 al


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi James,

Ahem...We are talking about a text based user interface. You don't
have Windows menus and such and first letter navigation would be
impossible given the sheer size of the database of performers. You
have to enter the number associated with the performer and then enter
to select him/her from the list. Make sense?

Cheers!

On 8/29/13, James Bartlett jab8...@gmail.com wrote:
 hI there

 That is what I was thinking myself. I think first letter nav would be
 good for all those players.

 bfn
 James

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread dark

Hi Tom.

Personally I can work with both methods, and have done in text games before, 
but it seems there is a convenient halfway house that would make for both 
easy screen review and let people find a specific .  performer very quickly.


Have separate screens with vertical lists, but instead of saying screen 
one, performers 1-20 have the heading read screen one performers a-j ie, 
break up the screens into logical, alphabetical   divisions like an 
encyclopedia.


That means if I say wanted to play as The rock, I'll know he'd be in the 
screen labled s-z, since his name obviously begins with r, yet in reading 
the other screens I could have separate lines.


Of course with the way supernova  handles tables there isn't really an 
issue, indeed you can set sn to handle! tables as though they were a 
vertical list if you like, but having aan inteligeable screen  division 
would seem to be a nice compromise.


Beware the grue!

Dark.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 1:13 PM
Subject: [Audyssey] A Question About the Best user Interface



Hi everyone,

I have a quick question I thought I'd throw out here to the community
to see what you thought about this. As many of you know for a while
now I have been developing a WWE wrestling game in Python, that is
largely text based, but one problem is not all the performers can fit
on the same screen when selecting the challenger or the opponent for
the match. As the database of male and female performers grows this
problem will only get worse. Now, there are two ways of handling this
issue.

The way a sighted developer would handle this is they would table all
the options on the screen into columns and rows rather than put them
in a vertical list like this.

Select the challenger.

1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian
5. Ted DiBiase Jr. 6. Edge 7. Mark Henry 8. Kane

Now, obviously the advantage of doing it this way is I could
conceivably squeeze a huge database of performers onto a single screen
simply by placing them into a table instead of a vertical list. I
should be able to place somewhere between 50 and 60 performers onto a
single screen. My concern though is that it will take more work
reviewing the screen to find the option for the performer you want to
play as you'd basically have to examine the entire table to find out
that a certain performer is number 36 out of 50 possibilities.

The alternative is I could create a vertical list of performers, but
split it up over several screens. That means if a database of
challengers had 60 performers you would get the first 20, press enter,
see the next 20, press enter again, and get the last 20 performers. In
some aspect sits more accessible, but I don't like it because I'd
rather see as many performers as possible on the same screen.

So any thoughts, suggestions, or ideas?

Thanks.

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Allan Thompson
Wow, thanks!
That will help greatly.
I kindo f assumed after the arrow keys that things wouldn't wrok right. I
must sound stupid, but there it is.
al 


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Thursday, August 29, 2013 10:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] A Question About the Best user Interface

Hi Al,

Simply use your screen readers review cursor. With NVDA, for example, you
could press shift+numpad-7 to go to the top of the screen and then use
numpad-9 to read down the screen line by line. With Jaws go to Jaws cursor
mode and use the numpad-arrows to look around the table.
The point being you can't use the standard arrow keys to move around, that's
true, but you can use your screen readers review cursor keys to explore the
table as much as needed. This is true for any console or text based
program. Hope this makes sense.

Cheers!


On 8/29/13, Allan Thompson allan1.thomp...@cox.net wrote:
 I guess it all depends. One of my biggest issues is not being able to 
 reread choices, especially in long lists and/or tables. Is there a way 
 to review the choices the game gives ? I assume no arrow keys since 
 you said it would be text.

 If it is possible to review these wrestler choices over again, then 
 one screen would probably be better then  a long vertical list.

 al


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Charles,

No, that simply would not be possible. What you are talking about
would involve totally rewriting the game from scratch using a
graphical user interface for Windows which is something I was hoping
to avoid for simplicity's sake. Let me reiterate this game is
primarily text based, a console program, similar to the Dos versions
of Wrestling League Simulator and Piledriver in design except it has
sounds and music as well as text. As such there are no arrow keys, no
home or end keys, no tab key, no shift+tab, etc because in order to
use those keys I'd have to create a window using a window manager,
poll keyboard events from the operating system using DirectInput or
SDL, blah, blah, blah. Simply put it can't be done without a total
rewrite with a graphical user interface which is something I've
considered, but am not in the favor of doing at this time seeing is
this game is really far along in development.

As to your point about option 2 again what you suggest wouldn't work.
When the list of performers comes up all you can do is press enter to
advance to the next screen. There is no way to just type in or enter
the selection on that specific screen. You have to scroll through all
the options before making your selection which is precisely why it is
a pain. Although, I suppose if necessary I could rewrite it to press p
to go to prior screen or n for next screen and enter the choices, but
it doesn't seem like there is any advantage in doing that when I can
simply put everything on the screen in a single table. :D

Cheers!

On 8/29/13, Charles Rivard wee1s...@fidnet.com wrote:
 I would rather have the selections fore accessible with less clutter and
 work for the gamer.  I would go for option 2, because, if there are 60 to
 choose from, and you find it on the second screen of 20, there's no need to

 go further.  Another possibility:  If you know the one that you want, is it

 possible to use first letter navigation to locate it?  Or control home or
 end to quickly navigate from top to bottom and then work from there using
 the up or down arrows ot tab and shift tab?

 --
 If guns kill people, writing implements cause grammatical and spelling
 errors!

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Dark,

HmmMakes sense. I'll definitely keep that in mind because it does
seem like a very logical way to organize performers. I was going to
put them in alphabetical order anyway, but having two or three screens
with performers ranked by alphabetical order could work out just as
well in terms of quickly finding the performer someone wanted. So I'll
keep that in mind. The only downside with your suggestion is you still
must scroll through all 60 performers before you can enter your choice
which isn't too cool.

Cheers!


On 8/29/13, dark d...@xgam.org wrote:
 Hi Tom.

 Personally I can work with both methods, and have done in text games before,

 but it seems there is a convenient halfway house that would make for both
 easy screen review and let people find a specific .  performer very
 quickly.

 Have separate screens with vertical lists, but instead of saying screen
 one, performers 1-20 have the heading read screen one performers a-j ie,

 break up the screens into logical, alphabetical   divisions like an
 encyclopedia.

 That means if I say wanted to play as The rock, I'll know he'd be in the
 screen labled s-z, since his name obviously begins with r, yet in reading
 the other screens I could have separate lines.

 Of course with the way supernova  handles tables there isn't really an
 issue, indeed you can set sn to handle! tables as though they were a
 vertical list if you like, but having aan inteligeable screen  division
 would seem to be a nice compromise.

 Beware the grue!

 Dark.


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Jacob Kruger

While console/text-based is good, and while corss platform might be an issue
(?), would otherwise rather opt for something like a wx-based UI, offering
something like a list box, and then people could also use first letter
navigation to find a performer?

But, otherwise, some form of search functionality/offering, or maybe
something like page up/down?

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 2:13 PM
Subject: [Audyssey] A Question About the Best user Interface



Hi everyone,

I have a quick question I thought I'd throw out here to the community
to see what you thought about this. As many of you know for a while
now I have been developing a WWE wrestling game in Python, that is
largely text based, but one problem is not all the performers can fit
on the same screen when selecting the challenger or the opponent for
the match. As the database of male and female performers grows this
problem will only get worse. Now, there are two ways of handling this
issue.

The way a sighted developer would handle this is they would table all
the options on the screen into columns and rows rather than put them
in a vertical list like this.

Select the challenger.

1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian
5. Ted DiBiase Jr. 6. Edge 7. Mark Henry 8. Kane

Now, obviously the advantage of doing it this way is I could
conceivably squeeze a huge database of performers onto a single screen
simply by placing them into a table instead of a vertical list. I
should be able to place somewhere between 50 and 60 performers onto a
single screen. My concern though is that it will take more work
reviewing the screen to find the option for the performer you want to
play as you'd basically have to examine the entire table to find out
that a certain performer is number 36 out of 50 possibilities.

The alternative is I could create a vertical list of performers, but
split it up over several screens. That means if a database of
challengers had 60 performers you would get the first 20, press enter,
see the next 20, press enter again, and get the last 20 performers. In
some aspect sits more accessible, but I don't like it because I'd
rather see as many performers as possible on the same screen.

So any thoughts, suggestions, or ideas?

Thanks.

---
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Al,

Well, I wouldn't go as far to call you stupid, but I suspect your
computer skills aren't what they could be. All you need is a little
help and training to use your computer and screen reader better as you
seem lacking in some basic skills when it comes to console programs.
That's not too surprising as a lot of people have never used console
programs, or have forgotten how to use them since Windows has spoiled
everyone with graphical point and click user interfaces and truly
accessible text based programs have gone the way of the dinosaur. :D

Cheers!

On 8/29/13, Allan Thompson allan1.thomp...@cox.net wrote:
 Wow, thanks!
 That will help greatly.
 I kindo f assumed after the arrow keys that things wouldn't wrok right. I
 must sound stupid, but there it is.
 al

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Jacob,

HmmThat could work, but I am not too keen in rewriting the user
interface from scratch to add WX support to the game. Seems to me if I
were going to do something like that I'd be better off updating the
game to use Pygame for the graphical user interface, for handling
keyboard events, sound mixing, and could use PyTTSX for Sapi output.

The impression I am getting from you and others is that I should
really abandon the text based user interface altogether and go with a
newer, more modern, graphical user interface with keyboard events and
so on. I can do it, but it would be quite a bit of work rewriting the
game which is why I have been reluctant to do it. However, if that is
really and truly what people want I'll consider it.

Cheers!


On 8/29/13, Jacob Kruger ja...@blindza.co.za wrote:
 While console/text-based is good, and while corss platform might be an
 issue
 (?), would otherwise rather opt for something like a wx-based UI, offering
 something like a list box, and then people could also use first letter
 navigation to find a performer?

 But, otherwise, some form of search functionality/offering, or maybe
 something like page up/down?

 Stay well

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Allan Thompson
Ok, so maybe that is all you really need to do.
Just create a small guide with the program that details how to use it with
the various screen readers.

To me, that is a lot easier then trying to rewrite the whole thing with all
the bells and whistles and it would also have the purpose of informing
people on how to use other similar games. Win/win.

al

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Thursday, August 29, 2013 11:29 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] A Question About the Best user Interface

Hi Al,

Well, I wouldn't go as far to call you stupid, but I suspect your computer
skills aren't what they could be. All you need is a little help and training
to use your computer and screen reader better as you seem lacking in some
basic skills when it comes to console programs.
That's not too surprising as a lot of people have never used console
programs, or have forgotten how to use them since Windows has spoiled
everyone with graphical point and click user interfaces and truly accessible
text based programs have gone the way of the dinosaur. :D

Cheers!

On 8/29/13, Allan Thompson allan1.thomp...@cox.net wrote:
 Wow, thanks!
 That will help greatly.
 I kindo f assumed after the arrow keys that things wouldn't wrok 
 right. I must sound stupid, but there it is.
 al

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread dark

Hi Tom.

To be honest you'll always have that problem, whether you use one screen or 
many, since you'll still need to read through all the performers. Other than 
having some sort of search routine in the game where you could type a name 
and have a list of results displayed, I'm not sure if there is a way around 
that.


This is one reason I suggested alphabetisation, since then at least you can 
find who you want a little quicker.


Btw, this is where supernova's ability to find specific text on screen and 
jump straight to it is very useful, since however things are arranged just 
typing say hulk when I wanted hulk hogan I could find out what number he 
was fairly quickly, indeed I've done this before in text adventure games 
with large tables of information.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 4:13 PM
Subject: Re: [Audyssey] A Question About the Best user Interface



Hi Dark,

HmmMakes sense. I'll definitely keep that in mind because it does
seem like a very logical way to organize performers. I was going to
put them in alphabetical order anyway, but having two or three screens
with performers ranked by alphabetical order could work out just as
well in terms of quickly finding the performer someone wanted. So I'll
keep that in mind. The only downside with your suggestion is you still
must scroll through all 60 performers before you can enter your choice
which isn't too cool.

Cheers!


On 8/29/13, dark d...@xgam.org wrote:

Hi Tom.

Personally I can work with both methods, and have done in text games 
before,


but it seems there is a convenient halfway house that would make for both
easy screen review and let people find a specific .  performer very
quickly.

Have separate screens with vertical lists, but instead of saying screen
one, performers 1-20 have the heading read screen one performers a-j 
ie,


break up the screens into logical, alphabetical   divisions like an
encyclopedia.

That means if I say wanted to play as The rock, I'll know he'd be in the
screen labled s-z, since his name obviously begins with r, yet in reading
the other screens I could have separate lines.

Of course with the way supernova  handles tables there isn't really an
issue, indeed you can set sn to handle! tables as though they were a
vertical list if you like, but having aan inteligeable screen  division
would seem to be a nice compromise.

Beware the grue!

Dark.



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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread john

Create a separate text file containing all the different combatants, and then 
you can organize the screen however you want; just make sure the user knows the 
file exists. That way, if they want to use the in-game screen they can,
or they've got a handy reference guide as well.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 29 Aug 2013 08:13:57 -0400
Subject: [Audyssey] A Question About the Best user Interface

Hi everyone,

I have a quick question I thought I'd throw out here to the community
to see what you thought about this. As many of you know for a while
now I have been developing a WWE wrestling game in Python, that is
largely text based, but one problem is not all the performers can fit
on the same screen when selecting the challenger or the opponent for
the match. As the database of male and female performers grows this
problem will only get worse. Now, there are two ways of handling this
issue.

The way a sighted developer would handle this is they would table all
the options on the screen into columns and rows rather than put them
in a vertical list like this.

Select the challenger.

1. Steve Austin 2. Daniel Bryan 3. John Cena 4. Christian
5. Ted DiBiase Jr. 6. Edge 7. Mark Henry 8. Kane

Now, obviously the advantage of doing it this way is I could
conceivably squeeze a huge database of performers onto a single screen
simply by placing them into a table instead of a vertical list. I
should be able to place somewhere between 50 and 60 performers onto a
single screen. My concern though is that it will take more work
reviewing the screen to find the option for the performer you want to
play as you'd basically have to examine the entire table to find out
that a certain performer is number 36 out of 50 possibilities.

The alternative is I could create a vertical list of performers, but
split it up over several screens. That means if a database of
challengers had 60 performers you would get the first 20, press enter,
see the next 20, press enter again, and get the last 20 performers. In
some aspect sits more accessible, but I don't like it because I'd
rather see as many performers as possible on the same screen.

So any thoughts, suggestions, or ideas?

Thanks.

---
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread dark

Oh please not another rewrite!
Myself, I'm quite happy with console windows, indeed I might suggest to 
people that it is actually a useful skill to have, especially if you want to 
play say interactive fiction, heck, I've even seen the skills I picked up i 
navigating tables, understanding lists of information and quickly switching 
to in put text be useful in playing comparatively modern web based games 
such as puppet nightmares.


Not that I have anything against a windows interface, using sapi etc, but I 
don't really see it as worth the rewrite if the thing is already done,   
and to be perfectly honest seeing yet another! usa title go into rewrite at 
community behest would be more than a little depressing for those like me 
who just want to dam well see a completed and playable game!


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 4:42 PM
Subject: Re: [Audyssey] A Question About the Best user Interface



Hi Jacob,

HmmThat could work, but I am not too keen in rewriting the user
interface from scratch to add WX support to the game. Seems to me if I
were going to do something like that I'd be better off updating the
game to use Pygame for the graphical user interface, for handling
keyboard events, sound mixing, and could use PyTTSX for Sapi output.

The impression I am getting from you and others is that I should
really abandon the text based user interface altogether and go with a
newer, more modern, graphical user interface with keyboard events and
so on. I can do it, but it would be quite a bit of work rewriting the
game which is why I have been reluctant to do it. However, if that is
really and truly what people want I'll consider it.

Cheers!


On 8/29/13, Jacob Kruger ja...@blindza.co.za wrote:

While console/text-based is good, and while corss platform might be an
issue
(?), would otherwise rather opt for something like a wx-based UI, 
offering

something like a list box, and then people could also use first letter
navigation to find a performer?

But, otherwise, some form of search functionality/offering, or maybe
something like page up/down?

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Dark,

LOL! My thoughts exactly. Not only do I agree with the points you made
below, but rewriting the game to have a modern graphical user
interface would totally defeat the purpose of why I wrote Slam as a
text based console game in the first place.

The main reason behind writing it as a console game is because unlike
Windows users I still play a lot of console based games on Linux using
a screen reader called Speakup. Since Speakup works really well with
console applications I see no need to have a fancy graphical user
interface when text is all I really need for speech output. Plus I
have already tested with NVDA, a demo of Jaws, etc and its equally
accessible if the person knows how to use their review cursor.
Finally, I now am focused on creating universally accessible games for
Windows, Mac, Linux, etc and as we all know the more graphical we get
the less accessible and more complicated it gets in turn. So text
based was for me the best user interface possible for insuring
universal accessibility.

To give you an example of how accessible this thing is on Linux if
someone is deaf-blind and uses BrailleTTY it works just fine with that
screen reader. If they are blind and use Speakup they can use that. It
also works with Orca both speech and braille under Gnome, but is
slightly less friendly than the other options just because Orca's
terminal support isn't as good as it could be. On Windows it works
fine with NVDA 2013, seems to work okay with the Jaws 14 demo, and
probably works okay with Window-Eyes too.If someone sighted wants to
play it they can do it just by reading the text on the screen.  The
point being just by ignoring all that graphical user interface stuff I
have saved myself time, complication, and have created a game that is
for the most part accessible out of the box with any screen reader for
just about any platform. So that is why I wrote it as a console
program. :D

Cheers!



On 8/29/13, dark d...@xgam.org wrote:
 Oh please not another rewrite!
 Myself, I'm quite happy with console windows, indeed I might suggest to
 people that it is actually a useful skill to have, especially if you want to

 play say interactive fiction, heck, I've even seen the skills I picked up i

 navigating tables, understanding lists of information and quickly switching

 to in put text be useful in playing comparatively modern web based games
 such as puppet nightmares.

 Not that I have anything against a windows interface, using sapi etc, but I

 don't really see it as worth the rewrite if the thing is already done, 

 and to be perfectly honest seeing yet another! usa title go into rewrite at

 community behest would be more than a little depressing for those like me
 who just want to dam well see a completed and playable game!

 Beware the grue!

 Dark.

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Dark,

That's actually one very good reason to put everything into a table on
one single screen. Almost every screen reader I know of has some sort
of find/search feature that will help someone search for text on the
screen. In NVDA, for example, it is insert+control+f in desktop mode
and capslock+control+f in laptop mode. A dialog comes up, you type in
the text you want, and NVDA will move the review cursor to that spot
on the screen if found.So examining this table of performers wouldn't
be that hard using the screen reader's find or search command. That
feature wouldn't work if it was split up over multiple screens.

Cheers!

On 8/29/13, dark d...@xgam.org wrote:
 Hi Tom.

 To be honest you'll always have that problem, whether you use one screen or

 many, since you'll still need to read through all the performers. Other than

 having some sort of search routine in the game where you could type a name
 and have a list of results displayed, I'm not sure if there is a way around

 that.

 This is one reason I suggested alphabetisation, since then at least you can

 find who you want a little quicker.

 Btw, this is where supernova's ability to find specific text on screen and
 jump straight to it is very useful, since however things are arranged just
 typing say hulk when I wanted hulk hogan I could find out what number he
 was fairly quickly, indeed I've done this before in text adventure games
 with large tables of information.

 Beware the grue!

 Dark.

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Al,

Perhaps. I agree writing a tutorial or guide on how to use the game
with the various screen readers would be easier than a rewrite. The
only problem with that is I am not familiar with every single screen
reader on the planet so couldn't tell someone how to use say Supernova
with the game as I know absolutely zilch about that screen reader. I
know how to use NVDA, because I use it all the time. I know Orca quite
well because I use it everyday too. I know Jaws fairly well, because I
used it for years before changing screen readers. However, I can not
write a guide for a screen reader I have never used, and besides all
the documentation should be available in your screen reader
documentation already. If a person knows how to use their review
cursor wether it is called the mouse cursor, Jaws Cursor, review
cursor, whatever that's all you really need to know to review the text
on the screen anyway. Plus as Dark pointed out most screen readers
have a find command that will allow you to look for text on screen as
well which would help in certain instances of a large table of names
or moves, etc..

Cheers!


On 8/29/13, Allan Thompson allan1.thomp...@cox.net wrote:
 Ok, so maybe that is all you really need to do.
 Just create a small guide with the program that details how to use it with
 the various screen readers.

 To me, that is a lot easier then trying to rewrite the whole thing with all
 the bells and whistles and it would also have the purpose of informing
 people on how to use other similar games. Win/win.

 al


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Zachary Kline
Hi Thomas,
Question for clarification here, if I may. :) Is the game in a playable state 
at the moment, or are we talking hypotheticals? I’d love to give it a try on my 
Mac if it’s playable, VoiceOver terminal support isn’t great but should work 
well enough for this.
Thanks,
Zack.
On Aug 29, 2013, at 1:54 PM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi Al,
 
 Perhaps. I agree writing a tutorial or guide on how to use the game
 with the various screen readers would be easier than a rewrite. The
 only problem with that is I am not familiar with every single screen
 reader on the planet so couldn't tell someone how to use say Supernova
 with the game as I know absolutely zilch about that screen reader. I
 know how to use NVDA, because I use it all the time. I know Orca quite
 well because I use it everyday too. I know Jaws fairly well, because I
 used it for years before changing screen readers. However, I can not
 write a guide for a screen reader I have never used, and besides all
 the documentation should be available in your screen reader
 documentation already. If a person knows how to use their review
 cursor wether it is called the mouse cursor, Jaws Cursor, review
 cursor, whatever that's all you really need to know to review the text
 on the screen anyway. Plus as Dark pointed out most screen readers
 have a find command that will allow you to look for text on screen as
 well which would help in certain instances of a large table of names
 or moves, etc..
 
 Cheers!
 
 
 On 8/29/13, Allan Thompson allan1.thomp...@cox.net wrote:
 Ok, so maybe that is all you really need to do.
 Just create a small guide with the program that details how to use it with
 the various screen readers.
 
 To me, that is a lot easier then trying to rewrite the whole thing with all
 the bells and whistles and it would also have the purpose of informing
 people on how to use other similar games. Win/win.
 
 al
 
 
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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread dark

Hi Tom.

Well as you know, supernova's screen review curser is one of it's strengths, 
and indeed I myself lernt  more about functionality  by playing if and even 
things like winfrotz with it.


While I understand the reluctance of people  who are just  used to straight 
off windows interfaces with menues, listboxes etc, In one sense I do find it 
a little ironic, that people  need a more complex interface than plane text 
for screen reading! software :d.


Also, as I said I do believe there are still useful skills to be gained from 
navigating that sort of  interface.


for example, the first time in supernova I ever learnt to use the skip 
paragraph key was for getting to the previous text entry prompt in wintads, 
so that I could read the consequences of the last command I entered.


I now use skip paragrpah all the time, when text editing, when reading 
mails, on the net etc, however had I just relied upon the tab key and auto 
speaking I'd have never found it.


The only issue I can see is with nvda, since I do remember in previous 
discussions we've had about interactive fiction interfaces and menues you 
mentioning that the nvda virtual curser navigation wasn't as advanced as 
supernova or other commercial screen readers,  though equally that is 
something likely to improve in the future.


All the best,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 9:33 PM
Subject: Re: [Audyssey] A Question About the Best user Interface



Hi Dark,

LOL! My thoughts exactly. Not only do I agree with the points you made
below, but rewriting the game to have a modern graphical user
interface would totally defeat the purpose of why I wrote Slam as a
text based console game in the first place.

The main reason behind writing it as a console game is because unlike
Windows users I still play a lot of console based games on Linux using
a screen reader called Speakup. Since Speakup works really well with
console applications I see no need to have a fancy graphical user
interface when text is all I really need for speech output. Plus I
have already tested with NVDA, a demo of Jaws, etc and its equally
accessible if the person knows how to use their review cursor.
Finally, I now am focused on creating universally accessible games for
Windows, Mac, Linux, etc and as we all know the more graphical we get
the less accessible and more complicated it gets in turn. So text
based was for me the best user interface possible for insuring
universal accessibility.

To give you an example of how accessible this thing is on Linux if
someone is deaf-blind and uses BrailleTTY it works just fine with that
screen reader. If they are blind and use Speakup they can use that. It
also works with Orca both speech and braille under Gnome, but is
slightly less friendly than the other options just because Orca's
terminal support isn't as good as it could be. On Windows it works
fine with NVDA 2013, seems to work okay with the Jaws 14 demo, and
probably works okay with Window-Eyes too.If someone sighted wants to
play it they can do it just by reading the text on the screen.  The
point being just by ignoring all that graphical user interface stuff I
have saved myself time, complication, and have created a game that is
for the most part accessible out of the box with any screen reader for
just about any platform. So that is why I wrote it as a console
program. :D

Cheers!



On 8/29/13, dark d...@xgam.org wrote:

Oh please not another rewrite!
Myself, I'm quite happy with console windows, indeed I might suggest to
people that it is actually a useful skill to have, especially if you want 
to


play say interactive fiction, heck, I've even seen the skills I picked up 
i


navigating tables, understanding lists of information and quickly 
switching


to in put text be useful in playing comparatively modern web based games
such as puppet nightmares.

Not that I have anything against a windows interface, using sapi etc, but 
I


don't really see it as worth the rewrite if the thing is already 
done, 


and to be perfectly honest seeing yet another! usa title go into rewrite 
at


community behest would be more than a little depressing for those like me
who just want to dam well see a completed and playable game!

Beware the grue!

Dark.


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Amanda Burt

I agree.  A table would be easy once you got used to it.

Amanda

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, August 29, 2013 9:41 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] A Question About the Best user Interface


Hi Dark,

That's actually one very good reason to put everything into a table on
one single screen. Almost every screen reader I know of has some sort
of find/search feature that will help someone search for text on the
screen. In NVDA, for example, it is insert+control+f in desktop mode
and capslock+control+f in laptop mode. A dialog comes up, you type in
the text you want, and NVDA will move the review cursor to that spot
on the screen if found.So examining this table of performers wouldn't
be that hard using the screen reader's find or search command. That
feature wouldn't work if it was split up over multiple screens.

Cheers!

On 8/29/13, dark d...@xgam.org wrote:

Hi Tom.

To be honest you'll always have that problem, whether you use one screen 
or


many, since you'll still need to read through all the performers. Other 
than


having some sort of search routine in the game where you could type a 
name
and have a list of results displayed, I'm not sure if there is a way 
around


that.

This is one reason I suggested alphabetisation, since then at least you 
can


find who you want a little quicker.

Btw, this is where supernova's ability to find specific text on screen 
and
jump straight to it is very useful, since however things are arranged 
just
typing say hulk when I wanted hulk hogan I could find out what number 
he

was fairly quickly, indeed I've done this before in text adventure games
with large tables of information.

Beware the grue!

Dark.


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Amanda Burt

Hi


I don't think you should waste your time using a graphical interface.  It'll 
cause you work and I think it would be easier using the table system.  I 
think you should make things as easy for yourself as possible smiles.


Amanda

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Thursday, August 29, 2013 9:33 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] A Question About the Best user Interface


Hi Dark,

LOL! My thoughts exactly. Not only do I agree with the points you made
below, but rewriting the game to have a modern graphical user
interface would totally defeat the purpose of why I wrote Slam as a
text based console game in the first place.

The main reason behind writing it as a console game is because unlike
Windows users I still play a lot of console based games on Linux using
a screen reader called Speakup. Since Speakup works really well with
console applications I see no need to have a fancy graphical user
interface when text is all I really need for speech output. Plus I
have already tested with NVDA, a demo of Jaws, etc and its equally
accessible if the person knows how to use their review cursor.
Finally, I now am focused on creating universally accessible games for
Windows, Mac, Linux, etc and as we all know the more graphical we get
the less accessible and more complicated it gets in turn. So text
based was for me the best user interface possible for insuring
universal accessibility.

To give you an example of how accessible this thing is on Linux if
someone is deaf-blind and uses BrailleTTY it works just fine with that
screen reader. If they are blind and use Speakup they can use that. It
also works with Orca both speech and braille under Gnome, but is
slightly less friendly than the other options just because Orca's
terminal support isn't as good as it could be. On Windows it works
fine with NVDA 2013, seems to work okay with the Jaws 14 demo, and
probably works okay with Window-Eyes too.If someone sighted wants to
play it they can do it just by reading the text on the screen.  The
point being just by ignoring all that graphical user interface stuff I
have saved myself time, complication, and have created a game that is
for the most part accessible out of the box with any screen reader for
just about any platform. So that is why I wrote it as a console
program. :D

Cheers!



On 8/29/13, dark d...@xgam.org wrote:

Oh please not another rewrite!
Myself, I'm quite happy with console windows, indeed I might suggest to
people that it is actually a useful skill to have, especially if you want 
to


play say interactive fiction, heck, I've even seen the skills I picked up 
i


navigating tables, understanding lists of information and quickly 
switching


to in put text be useful in playing comparatively modern web based games
such as puppet nightmares.

Not that I have anything against a windows interface, using sapi etc, but 
I


don't really see it as worth the rewrite if the thing is already 
done, 


and to be perfectly honest seeing yet another! usa title go into rewrite 
at


community behest would be more than a little depressing for those like me
who just want to dam well see a completed and playable game!

Beware the grue!

Dark.


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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Dark,

I agree learning how to use console programs with your screen reader
of choice is a necessary skill seeing as so many accessible games
exist that run in a command prompt window. We have Eamon Deluxe, there
are games for the Frotz interpreter, the Tads interpreter, Scare
Adrift interpreter, and who knows how many other accessible games
there out there that were written for Dos that will still work on an
XP system in a command prompt window. It would be a good idea for
Windows users to get a little more familiar with their screen readers
as the interface is accessible, but perhaps they need to learn more
about reviewing the screen without relying on the tab key or arrow
keys to look around. :D

Regarding NVDA that is a perfect case in point.. Actually, NVDA's
review cursor is as good as any other screen reader's, but when I said
it wasn't as good as Supernova's I was unfamiliar with a couple of
commands like shift+numpad-7 to go to the top of the screen and so on
at the time. It was because I was playing games like Piledriver and
Wrestling League Simulator among others how I asked how to do this and
that and found out NVDA has the same review commands as Jaws,
Window-Eyes, whatever, but until I played Dos games had no reason to
look up those commands. So chuck up my prior statements to lack of
experience with the screen reader.

In some sense NVDA has become a lot better than it was clear back when
I made that statement, because as of NVDA 2013.1 it works with
touchscreens on Windows 8 and that is one more advantage it has over a
few other screen readers I shall leave nameless here. So being able to
review the screen with your touchscreen should be kind of cool.

Cheers!


On 8/29/13, dark d...@xgam.org wrote:
 Hi Tom.

 Well as you know, supernova's screen review curser is one of it's strengths,

 and indeed I myself lernt  more about functionality  by playing if and even

 things like winfrotz with it.

 While I understand the reluctance of people  who are just  used to straight

 off windows interfaces with menues, listboxes etc, In one sense I do find it

 a little ironic, that people  need a more complex interface than plane text

 for screen reading! software :d.

 Also, as I said I do believe there are still useful skills to be gained from

 navigating that sort of  interface.

 for example, the first time in supernova I ever learnt to use the skip
 paragraph key was for getting to the previous text entry prompt in wintads,

 so that I could read the consequences of the last command I entered.

 I now use skip paragrpah all the time, when text editing, when reading
 mails, on the net etc, however had I just relied upon the tab key and auto
 speaking I'd have never found it.

 The only issue I can see is with nvda, since I do remember in previous
 discussions we've had about interactive fiction interfaces and menues you
 mentioning that the nvda virtual curser navigation wasn't as advanced as
 supernova or other commercial screen readers,  though equally that is
 something likely to improve in the future.

 All the best,

 Dark.

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Thomas Ward
Hi Zachary,

At the moment the game isn't in a playable state, because I had the
game pretty far along in development, ended up losing the code, and
had to start over from scratch. That said, I am not speaking
hypothetically either as I have gotten a long ways into the rewrite. I
have all of the major classes rewritten, most of the menus written,
and that sort of thing done but still have to add all the performers
to the game's database which is why I asked how people would like to
have them displayed when setting up the match and so forth. I'm
getting near a playable game and should have something playable in the
not too distant future once I add some wrestlers to the game, and
debug the game play itself.

However, I will definitely let the list know when I have something
playable as I'll be looking for beta testers from all three of the
intended platforms. This is my first fully cross-platform game,
discounting the little Blackjack game I wrote a couple of years back,
and I am using this as a testbed application for more cross-platform
games written in Python and Pygame.

Cheers!

On 8/29/13, Zachary Kline zkl...@speedpost.net wrote:
 Hi Thomas,
 Question for clarification here, if I may. :) Is the game in a playable
 state at the moment, or are we talking hypotheticals? I’d love to give it a
 try on my Mac if it’s playable, VoiceOver terminal support isn’t great but
 should work well enough for this.
 Thanks,
 Zack.

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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread dark

Hi Tom.

Fair enough on nvda, I suspect something was the case, since I know people 
have been playing around with smugglers 5 and nvda and having far better 
results than earlier games (after all back in 2008 when s3 was released nvda 
wasn't an option at all).


I would say though console window applications have more of a bennifit for 
screen reader use than just themselves, even if you don't count various if 
interpreters (which of course work on multiple platforms).


Since console windows have none of the links, coded headings or other 
shenanigans that lots of screen readers use when navigating webpages, they 
force people to interact with the text and just the text, and learning those 
commands can be valuable in many other applications where simply working by 
the predefined hotspots won't cut be enough,  since there are obviously 
some screne readers (which again I shal not name), which work on presenting 
information to the user in a set format, rather than letting the user work 
his/her way around it.


To give one example, in core exiles the inventory is rather complex to 
navigate with very many buttons and links since each inventory item has a 
variety of things you can do with it, eg, recycle, equip, sell etc. Some of 
this involves buttons for each item, some (such as view), are links, but the 
main information on quantity, type etc is just plane text, there doesn't 
even seem to be a major web heading. Thus, navigating by table and paragraph 
is by far the best way I've found myself to explore that particular list 
quickly and gain a full understanding of what is where.


Beware the Grue!

Dark. 



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Re: [Audyssey] A Question About the Best user Interface

2013-08-29 Thread Charles Rivard
I see your logic, and agree with it.  If you have written it as a text game, 
then we should learn the skills that are already available to us in the form 
of screen review keys that come with our screen readers.  We have the 
appropriate keys to do the job, we have the documentation to learn to use 
those keystrokes if we care to, and if we don't care to, then this would not 
be the game for us.  But learning those skills can be valuable in other 
areas, so why not have fun learning them?


The game is not one that I am interested in, as the only form of wrestling I 
would be interested in is something like high school, college, or Olympic 
wrestling, but that is a personal choice.


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 29, 2013 3:33 PM
Subject: Re: [Audyssey] A Question About the Best user Interface



Hi Dark,

LOL! My thoughts exactly. Not only do I agree with the points you made
below, but rewriting the game to have a modern graphical user
interface would totally defeat the purpose of why I wrote Slam as a
text based console game in the first place.

The main reason behind writing it as a console game is because unlike
Windows users I still play a lot of console based games on Linux using
a screen reader called Speakup. Since Speakup works really well with
console applications I see no need to have a fancy graphical user
interface when text is all I really need for speech output. Plus I
have already tested with NVDA, a demo of Jaws, etc and its equally
accessible if the person knows how to use their review cursor.
Finally, I now am focused on creating universally accessible games for
Windows, Mac, Linux, etc and as we all know the more graphical we get
the less accessible and more complicated it gets in turn. So text
based was for me the best user interface possible for insuring
universal accessibility.

To give you an example of how accessible this thing is on Linux if
someone is deaf-blind and uses BrailleTTY it works just fine with that
screen reader. If they are blind and use Speakup they can use that. It
also works with Orca both speech and braille under Gnome, but is
slightly less friendly than the other options just because Orca's
terminal support isn't as good as it could be. On Windows it works
fine with NVDA 2013, seems to work okay with the Jaws 14 demo, and
probably works okay with Window-Eyes too.If someone sighted wants to
play it they can do it just by reading the text on the screen.  The
point being just by ignoring all that graphical user interface stuff I
have saved myself time, complication, and have created a game that is
for the most part accessible out of the box with any screen reader for
just about any platform. So that is why I wrote it as a console
program. :D

Cheers!



On 8/29/13, dark d...@xgam.org wrote:

Oh please not another rewrite!
Myself, I'm quite happy with console windows, indeed I might suggest to
people that it is actually a useful skill to have, especially if you want 
to


play say interactive fiction, heck, I've even seen the skills I picked up 
i


navigating tables, understanding lists of information and quickly 
switching


to in put text be useful in playing comparatively modern web based games
such as puppet nightmares.

Not that I have anything against a windows interface, using sapi etc, but 
I


don't really see it as worth the rewrite if the thing is already 
done, 


and to be perfectly honest seeing yet another! usa title go into rewrite 
at


community behest would be more than a little depressing for those like me
who just want to dam well see a completed and playable game!

Beware the grue!

Dark.


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