[Audyssey] Getting target distance and direction.
Hello everyone, As many of you know I have been spending a little time the last couple weeks just working on the cross platform Genesis Engine so that when Mysteries of the Ancients is finished I can jump in and begin work on some new titles with it. Anyway, while working last night I had some thoughts about gathering target information. The first way is I could have you press a single key like d to gett the distance and direction to the enemy. Obviously that is quick and simple, but you might get a lot of extra information you might not want at the time. For example, it might say something like this. Enemy 1 Below and to the left Distance 15 meters As a gamer I can see the value of using different keyboard commands depending on what specific information you need. For example you might press shift+d for direction and control+d for distance. That way you can get absolutely the information you need/want without hearing the entire message. Any thoughts on this? Smile. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
I would like having more keyboard commands for extra control. In this case I think more is better, even though it would make the game slightly more difficult. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, April 14, 2009 11:31 AM Subject: [Audyssey] Getting target distance and direction. Hello everyone, As many of you know I have been spending a little time the last couple weeks just working on the cross platform Genesis Engine so that when Mysteries of the Ancients is finished I can jump in and begin work on some new titles with it. Anyway, while working last night I had some thoughts about gathering target information. The first way is I could have you press a single key like d to gett the distance and direction to the enemy. Obviously that is quick and simple, but you might get a lot of extra information you might not want at the time. For example, it might say something like this. Enemy 1 Below and to the left Distance 15 meters As a gamer I can see the value of using different keyboard commands depending on what specific information you need. For example you might press shift+d for direction and control+d for distance. That way you can get absolutely the information you need/want without hearing the entire message. Any thoughts on this? Smile. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. Casey Mathews Web Friendly Help | Demystifying Tech www.webfriendlyhelp.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
I like the first option. the only thing though, is you really need to set it for single enemy only, I don't want a big list unless it is a list ofcause then I select one lock it, etc. in sod and other such games for example depending on the direction I know when it is in front and definately with the drum allert know when its behind. I know if its aproximitly in front of me i should hit it. Saying it that I do then use the distance key for shortrange weapons and sometimes longrange weapons. I would have a key that would tell me that info on you system and maybe have some sort of lock on thing where you get in range of it and it of you. Although in sod night of parasite, etc its possible to get in a position where the enemy can see you but you are not in a position to fire back, ie something is blocking even though you could be about in range. At 03:31 a.m. 15/04/2009, you wrote: Hello everyone, As many of you know I have been spending a little time the last couple weeks just working on the cross platform Genesis Engine so that when Mysteries of the Ancients is finished I can jump in and begin work on some new titles with it. Anyway, while working last night I had some thoughts about gathering target information. The first way is I could have you press a single key like d to gett the distance and direction to the enemy. Obviously that is quick and simple, but you might get a lot of extra information you might not want at the time. For example, it might say something like this. Enemy 1 Below and to the left Distance 15 meters As a gamer I can see the value of using different keyboard commands depending on what specific information you need. For example you might press shift+d for direction and control+d for distance. That way you can get absolutely the information you need/want without hearing the entire message. Any thoughts on this? Smile. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
Hi, Yeah, one thing I didn't mention earlier is that the distance/direction command or commands would be only for the currently selected target. I am using a targeting system similar to GMA Tank Commander. You would use the n key to cycle through the available targets in firing range, and use the distance/direction commands to find out where the target is in relation to you. This seams to me the most accessible way to do it in a full 3d environment. Obviously, I will have a targeting beep to help line things up, but I figure some players might need some frequent verbal feedback as well. shaun everiss wrote: I like the first option. the only thing though, is you really need to set it for single enemy only, I don't want a big list unless it is a list ofcause then I select one lock it, etc. in sod and other such games for example depending on the direction I know when it is in front and definately with the drum allert know when its behind. I know if its aproximitly in front of me i should hit it. Saying it that I do then use the distance key for shortrange weapons and sometimes longrange weapons. I would have a key that would tell me that info on you system and maybe have some sort of lock on thing where you get in range of it and it of you. Although in sod night of parasite, etc its possible to get in a position where the enemy can see you but you are not in a position to fire back, ie something is blocking even though you could be about in range. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
Now tom this sounds promising. With a little practice I think you would be able to manage this type of system. Ron Matt Ron Kolesar there great Dogs! kolesar16...@roadrunner.com - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, April 14, 2009 2:12 PM Subject: Re: [Audyssey] Getting target distance and direction. Hi, Yeah, one thing I didn't mention earlier is that the distance/direction command or commands would be only for the currently selected target. I am using a targeting system similar to GMA Tank Commander. You would use the n key to cycle through the available targets in firing range, and use the distance/direction commands to find out where the target is in relation to you. This seams to me the most accessible way to do it in a full 3d environment. Obviously, I will have a targeting beep to help line things up, but I figure some players might need some frequent verbal feedback as well. shaun everiss wrote: I like the first option. the only thing though, is you really need to set it for single enemy only, I don't want a big list unless it is a list ofcause then I select one lock it, etc. in sod and other such games for example depending on the direction I know when it is in front and definately with the drum allert know when its behind. I know if its aproximitly in front of me i should hit it. Saying it that I do then use the distance key for shortrange weapons and sometimes longrange weapons. I would have a key that would tell me that info on you system and maybe have some sort of lock on thing where you get in range of it and it of you. Although in sod night of parasite, etc its possible to get in a position where the enemy can see you but you are not in a position to fire back, ie something is blocking even though you could be about in range. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
Hi Lukas, Good point. One thing to keep in mind here is because we are dealing with an actual 3d environment, not just 3d audio, that is definitely going to add complexity to my future titles. For example, targeting is going to be a bit more complex then most accessible game players are certainly use to. Depending on if the enemy is above, below, or level with you your weapon has to be raised or lowered in addition to facing the target. Lining up a target can be tricky, and I hope the additional complexity there doesn't throw too many people off. Another area of complexity is just navigation itself. I don't know how many times I've read complaints from gamers who have difficulty with a game such as Shades of Doom, Sarah, or Teraformers. Well, if they are having difficulty with a 2d level layout adding a full 3d level layout is going to be more difficult for them. Not only will they have the typical north, south, east, and west directions but have to climb up and down on ropes, vines, ladders, staircases, whatever as well. Thus moving around is not only more realistic, but much harder to present in an audio only format. Let's say you want to give the player a really tricky room. Maybe you need to skale a wall to get to a lever that releases a trap door in the floor. Once you climb up there, pull the lever, jump back to the floor, you can open the trap door and descent into a room below the one you are in to get the gold and gems hidden there. Sounds cool here, but imagine trying to let the gamer know all that with audio only. Especially, if you can't just skale straight up the wall, and instead have to climb left and right looking for handholds to pull yourself up to the lever. That's not easy to clearly communicate to a totally blind player. Smile. Lukás Hosnedl wrote: Hi, yeah, I would definitely prefer the second, more involved way for separate commands for each particular piece of information, and maybe one overal review command to get a view of the entire situation, maybe when the game is paused, or you are simply in no immediate danger of being killed while listening to the long list of the various enemy's positions. :-D I don't mind a more complex and detailed interface to control the game, even if it's not common among the blind gaming community yet and requires a steeper learning curve and more getting used to than is usual, if only it can provide me with exactly what I need effectively and quickly. It wasn't probably even needed to include a more thorough targetting or other systems in games like SOD, GTC, etc, since they aren't as complex as you probably intend to make your ffuture creations. But I do certainly think that an engine like Genesis 3D, with all its potential and usage possibilities, should definitely handle targetting and information presentation in general in such a proficient way. Lukas --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
How about an option where your radar/scope targets the closest enemy automatically? While playing Tank Commander I often found myself wanting to destroy another target while forgetting that n was the key to switch (either that or I'd need to switch through too many before I found my mark). This would make things more intuitive (depending on how it's implemented). On 4/14/09, Thomas Ward thomasward1...@gmail.com wrote: Hi Lukas, Good point. One thing to keep in mind here is because we are dealing with an actual 3d environment, not just 3d audio, that is definitely going to add complexity to my future titles. For example, targeting is going to be a bit more complex then most accessible game players are certainly use to. Depending on if the enemy is above, below, or level with you your weapon has to be raised or lowered in addition to facing the target. Lining up a target can be tricky, and I hope the additional complexity there doesn't throw too many people off. Another area of complexity is just navigation itself. I don't know how many times I've read complaints from gamers who have difficulty with a game such as Shades of Doom, Sarah, or Teraformers. Well, if they are having difficulty with a 2d level layout adding a full 3d level layout is going to be more difficult for them. Not only will they have the typical north, south, east, and west directions but have to climb up and down on ropes, vines, ladders, staircases, whatever as well. Thus moving around is not only more realistic, but much harder to present in an audio only format. Let's say you want to give the player a really tricky room. Maybe you need to skale a wall to get to a lever that releases a trap door in the floor. Once you climb up there, pull the lever, jump back to the floor, you can open the trap door and descent into a room below the one you are in to get the gold and gems hidden there. Sounds cool here, but imagine trying to let the gamer know all that with audio only. Especially, if you can't just skale straight up the wall, and instead have to climb left and right looking for handholds to pull yourself up to the lever. That's not easy to clearly communicate to a totally blind player. Smile. Lukás Hosnedl wrote: Hi, yeah, I would definitely prefer the second, more involved way for separate commands for each particular piece of information, and maybe one overal review command to get a view of the entire situation, maybe when the game is paused, or you are simply in no immediate danger of being killed while listening to the long list of the various enemy's positions. :-D I don't mind a more complex and detailed interface to control the game, even if it's not common among the blind gaming community yet and requires a steeper learning curve and more getting used to than is usual, if only it can provide me with exactly what I need effectively and quickly. It wasn't probably even needed to include a more thorough targetting or other systems in games like SOD, GTC, etc, since they aren't as complex as you probably intend to make your ffuture creations. But I do certainly think that an engine like Genesis 3D, with all its potential and usage possibilities, should definitely handle targetting and information presentation in general in such a proficient way. Lukas --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
Hi. and ctrl+shift+d for both in a row, wow, the possibilities! That actually sounds reasonable to me, just using d with modifyers for direction and distance and such. - Original Message - From: Thomas Ward To: Gamers Discussion list Sent: Tuesday, April 14, 2009 11:31 AM Subject: [Audyssey] Getting target distance and direction. Hello everyone, As many of you know I have been spending a little time the last couple weeks just working on the cross platform Genesis Engine so that when Mysteries of the Ancients is finished I can jump in and begin work on some new titles with it. Anyway, while working last night I had some thoughts about gathering target information. The first way is I could have you press a single key like d to gett the distance and direction to the enemy. Obviously that is quick and simple, but you might get a lot of extra information you might not want at the time. For example, it might say something like this. Enemy 1 Below and to the left Distance 15 meters As a gamer I can see the value of using different keyboard commands depending on what specific information you need. For example you might press shift+d for direction and control+d for distance. That way you can get absolutely the information you need/want without hearing the entire message. Any thoughts on this? Smile. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
hmm in gtc the first target is always selected and new targets are announced, and you can hit n at that point to cycle if you wish. At 06:12 a.m. 15/04/2009, you wrote: Hi, Yeah, one thing I didn't mention earlier is that the distance/direction command or commands would be only for the currently selected target. I am using a targeting system similar to GMA Tank Commander. You would use the n key to cycle through the available targets in firing range, and use the distance/direction commands to find out where the target is in relation to you. This seams to me the most accessible way to do it in a full 3d environment. Obviously, I will have a targeting beep to help line things up, but I figure some players might need some frequent verbal feedback as well. shaun everiss wrote: I like the first option. the only thing though, is you really need to set it for single enemy only, I don't want a big list unless it is a list ofcause then I select one lock it, etc. in sod and other such games for example depending on the direction I know when it is in front and definately with the drum allert know when its behind. I know if its aproximitly in front of me i should hit it. Saying it that I do then use the distance key for shortrange weapons and sometimes longrange weapons. I would have a key that would tell me that info on you system and maybe have some sort of lock on thing where you get in range of it and it of you. Although in sod night of parasite, etc its possible to get in a position where the enemy can see you but you are not in a position to fire back, ie something is blocking even though you could be about in range. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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.
Re: [Audyssey] Getting target distance and direction.
Hi James, Like I said I've been trying to design a targeting system similar to that of GTC. If there are no currently selected targets, and there is an enemy in range, the game will automatically default to that target. You can use the n key to track or target other enemies that come in to attack range if you want. When you kill an enemy it will automatically attempt to site another enemy in range, or if there is nothing else to target it will not solect anything. I don't think its going to be too difficult to use. Smile. James Dietz wrote: How about an option where your radar/scope targets the closest enemy automatically? While playing Tank Commander I often found myself wanting to destroy another target while forgetting that n was the key to switch (either that or I'd need to switch through too many before I found my mark). This would make things more intuitive (depending on how it's implemented). On 4/14/09, Thomas Ward thomasward1...@gmail.com wrote: Hi Lukas, Good point. One thing to keep in mind here is because we are dealing with an actual 3d environment, not just 3d audio, that is definitely going to add complexity to my future titles. For example, targeting is going to be a bit more complex then most accessible game players are certainly use to. Depending on if the enemy is above, below, or level with you your weapon has to be raised or lowered in addition to facing the target. Lining up a target can be tricky, and I hope the additional complexity there doesn't throw too many people off. Another area of complexity is just navigation itself. I don't know how many times I've read complaints from gamers who have difficulty with a game such as Shades of Doom, Sarah, or Teraformers. Well, if they are having difficulty with a 2d level layout adding a full 3d level layout is going to be more difficult for them. Not only will they have the typical north, south, east, and west directions but have to climb up and down on ropes, vines, ladders, staircases, whatever as well. Thus moving around is not only more realistic, but much harder to present in an audio only format. Let's say you want to give the player a really tricky room. Maybe you need to skale a wall to get to a lever that releases a trap door in the floor. Once you climb up there, pull the lever, jump back to the floor, you can open the trap door and descent into a room below the one you are in to get the gold and gems hidden there. Sounds cool here, but imagine trying to let the gamer know all that with audio only. Especially, if you can't just skale straight up the wall, and instead have to climb left and right looking for handholds to pull yourself up to the lever. That's not easy to clearly communicate to a totally blind player. Smile. Lukás Hosnedl wrote: Hi, yeah, I would definitely prefer the second, more involved way for separate commands for each particular piece of information, and maybe one overal review command to get a view of the entire situation, maybe when the game is paused, or you are simply in no immediate danger of being killed while listening to the long list of the various enemy's positions. :-D I don't mind a more complex and detailed interface to control the game, even if it's not common among the blind gaming community yet and requires a steeper learning curve and more getting used to than is usual, if only it can provide me with exactly what I need effectively and quickly. It wasn't probably even needed to include a more thorough targetting or other systems in games like SOD, GTC, etc, since they aren't as complex as you probably intend to make your ffuture creations. But I do certainly think that an engine like Genesis 3D, with all its potential and usage possibilities, should definitely handle targetting and information presentation in general in such a proficient way. Lukas --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update
Re: [Audyssey] Getting target distance and direction.
I'll be interested in giving this a try in the future. --- Gun control only controls the guns of lawful citizens while placing them in control of the unlawful ones. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, April 14, 2009 7:06 PM Subject: Re: [Audyssey] Getting target distance and direction. Hi James, Like I said I've been trying to design a targeting system similar to that of GTC. If there are no currently selected targets, and there is an enemy in range, the game will automatically default to that target. You can use the n key to track or target other enemies that come in to attack range if you want. When you kill an enemy it will automatically attempt to site another enemy in range, or if there is nothing else to target it will not solect anything. I don't think its going to be too difficult to use. Smile. James Dietz wrote: How about an option where your radar/scope targets the closest enemy automatically? While playing Tank Commander I often found myself wanting to destroy another target while forgetting that n was the key to switch (either that or I'd need to switch through too many before I found my mark). This would make things more intuitive (depending on how it's implemented). On 4/14/09, Thomas Ward thomasward1...@gmail.com wrote: Hi Lukas, Good point. One thing to keep in mind here is because we are dealing with an actual 3d environment, not just 3d audio, that is definitely going to add complexity to my future titles. For example, targeting is going to be a bit more complex then most accessible game players are certainly use to. Depending on if the enemy is above, below, or level with you your weapon has to be raised or lowered in addition to facing the target. Lining up a target can be tricky, and I hope the additional complexity there doesn't throw too many people off. Another area of complexity is just navigation itself. I don't know how many times I've read complaints from gamers who have difficulty with a game such as Shades of Doom, Sarah, or Teraformers. Well, if they are having difficulty with a 2d level layout adding a full 3d level layout is going to be more difficult for them. Not only will they have the typical north, south, east, and west directions but have to climb up and down on ropes, vines, ladders, staircases, whatever as well. Thus moving around is not only more realistic, but much harder to present in an audio only format. Let's say you want to give the player a really tricky room. Maybe you need to skale a wall to get to a lever that releases a trap door in the floor. Once you climb up there, pull the lever, jump back to the floor, you can open the trap door and descent into a room below the one you are in to get the gold and gems hidden there. Sounds cool here, but imagine trying to let the gamer know all that with audio only. Especially, if you can't just skale straight up the wall, and instead have to climb left and right looking for handholds to pull yourself up to the lever. That's not easy to clearly communicate to a totally blind player. Smile. Lukás Hosnedl wrote: Hi, yeah, I would definitely prefer the second, more involved way for separate commands for each particular piece of information, and maybe one overal review command to get a view of the entire situation, maybe when the game is paused, or you are simply in no immediate danger of being killed while listening to the long list of the various enemy's positions. :-D I don't mind a more complex and detailed interface to control the game, even if it's not common among the blind gaming community yet and requires a steeper learning curve and more getting used to than is usual, if only it can provide me with exactly what I need effectively and quickly. It wasn't probably even needed to include a more thorough targetting or other systems in games like SOD, GTC, etc, since they aren't as complex as you probably intend to make your ffuture creations. But I do certainly think that an engine like Genesis 3D, with all its potential and usage possibilities, should definitely handle targetting and information presentation in general in such a proficient way. Lukas --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived