[Audyssey] Getting target distance and direction.

2009-04-14 Thread Thomas Ward

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.


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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread Casey Mathews
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.


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Casey Mathews
Web Friendly Help | Demystifying Tech
www.webfriendlyhelp.com



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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread shaun everiss
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.


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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread Thomas Ward

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.



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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread The Kolesar Brothers
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.


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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread Thomas Ward

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



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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread James Dietz
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


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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread Valiant8086
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.


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  You can make changes or update your subscription via the web, at
  http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gam...@audyssey.org.
  If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread shaun everiss
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.


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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread Thomas Ward

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
  

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Re: [Audyssey] Getting target distance and direction.

2009-04-14 Thread Charles Rivard

I'll be interested in giving this a try in the future.

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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


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