Re: [Audyssey] games we'd like to play: dialogue flight simulator
I think this would have a much steeper learning curve than TDV, although I think that some of these ideas could be used in a good flight sim. A true flight sim should have exactly the number of buttons and sliders that a real plane would have, giving you a true, accurate experience of flying. Check out my games at www.ThePionEar.net and my music, and that of my band, at www.ThePionEar.net/BlindLabyrinth.html . Also, check out, The Believer and Skeptic Show, at iTunes! If you want to reach me, you can call 419-744-0517, friend me on Facebook, (KenWDowney,) or write me at kenwdow...@me.com . - Original Message - From: Nicol nicoljaco...@telkomsa.net To: gamers@audyssey.org Sent: Monday, November 11, 2013 10:53 AM Subject: [Audyssey] games we'd like to play: dialogue flight simulator Hi all For those of you who are looking for a new game concept to develop, I've been thinking of a new kind of flight simulator that is basically a massive dialogue box with lots of buttons, radio buttons and sliders. I remember when I was a kid, I was flying by plane to visit my parents in the school holiday. I asked the attendant during a certain flight how a plane works, how the pilot drives the plane. And she told me that the pilot drives the plane by pressing lots of buttons the whole time during the flight. The attendant told me that there is lots of buttons and levers on the pannel in front of the pilot and each button and lever has a color and size. That was 30 years ago. But I think it would be a neat concept for someone who wish to develop a flight simulator . A flight simulator like three d velocity have a very steep learning curve. I think it would be fun to drive a plane by only pressing lots of buttons the whole time. I think that a dialogue box flight game would have a less steep learning curve. So basically this game is only a dialogue box. For the beginner there is a training mode where the pilot is training a new pilot. So the gamer navigates this dialogue box , like all other dialogue boxes, with the tab key. Each button's name is a color. Let's say we navigate with tab and our screen reader says for example small white button. Now we press tab and the next button's name is large brown button. Etc. The game then has at training mode where the pilot teaches the new pilot which buttons to press to take off and land etc. Lets say for example the pilot says: to take off you need to press 5 buttons. First you need to find and press the small white button and then the brown large button. Then you need to find and press the second one of a group of 5 blac radio buttons. Then you need to find and pull a large black lever or slider. Then you need to find and pull a small white lever. Then the plane successfully is taking off. So now the challenge comes in for the gamer to navigate with tab in time until he finds the small white button etc. What can make this challenging is to find the necessary buttons in a short amount of time. Lets say the gamer have to press tab 7 times to get to the small white button, then 5 times to get to the brown large button. Then tab 8 times to get to the group of black radio buttons. Etc. So based on what the flight attendant told me when I was flying by plane 30 years ago: this dialogue box contains command buttons, radio buttons and levers or sliders such as the sliders in the windows volume control. The attendant told me that driving the plane requires that the pilot presses buttons and turning levers the whole time during the flight. So lets say the challenge comes in that, if the gamer takes too long to find and press a button or pull a lever, that something fatal happens for example the plane falls to the ground. I don't know how planes is driven in south africa these days. I only recall what the attendant told me when I flown by plane 30 years ago. I think this dialogue box flight simulator will not only be fun but would also teach a blind person new to the windows environment, to navigate in dialogue boxes. This kind of game can also improve one's memory. In dialogue boxes in windows programs each field in the dialogue has a hot key. So lets say that the group of black radio buttons has alt b as hot key. Now the gamer first gets training mode where he explores all the buttons and levers on the pannel memorizing the hot keys. So during an actual flight the gamer either have to press tab quickly to get to the right button or lever, or the gamer have to remember that button or slider's hot key. Hot keys of fields in dialogue boxes always is the alt key together with a letter key. --- 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
Re: [Audyssey] games we'd like to play: dialogue flight simulator
Hi nickel. I understand where you are coming from. Your idea as it is is um, well to put it politely rather jumbled and messsy. Firstly a game like this could be made but people wouldn't like it. You are thinking of something like flight simulator for ms. I can see that now. Unfortunately, have you had any idea how much time it would take to make that. Ok we could make a room with different buttons to push and levers to pull but there has never been enough things or to many. I am not sure how it would work. At 04:53 AM 11/12/2013, you wrote: Hi all For those of you who are looking for a new game concept to develop, I've been thinking of a new kind of flight simulator that is basically a massive dialogue box with lots of buttons, radio buttons and sliders. I remember when I was a kid, I was flying by plane to visit my parents in the school holiday. I asked the attendant during a certain flight how a plane works, how the pilot drives the plane. And she told me that the pilot drives the plane by pressing lots of buttons the whole time during the flight. The attendant told me that there is lots of buttons and levers on the pannel in front of the pilot and each button and lever has a color and size. That was 30 years ago. But I think it would be a neat concept for someone who wish to develop a flight simulator . A flight simulator like three d velocity have a very steep learning curve. I think it would be fun to drive a plane by only pressing lots of buttons the whole time. I think that a dialogue box flight game would have a less steep learning curve. So basically this game is only a dialogue box. For the beginner there is a training mode where the pilot is training a new pilot. So the gamer navigates this dialogue box , like all other dialogue boxes, with the tab key. Each button's name is a color. Let's say we navigate with tab and our screen reader says for example small white button. Now we press tab and the next button's name is large brown button. Etc. The game then has at training mode where the pilot teaches the new pilot which buttons to press to take off and land etc. Lets say for example the pilot says: to take off you need to press 5 buttons. First you need to find and press the small white button and then the brown large button. Then you need to find and press the second one of a group of 5 blac radio buttons. Then you need to find and pull a large black lever or slider. Then you need to find and pull a small white lever. Then the plane successfully is taking off. So now the challenge comes in for the gamer to navigate with tab in time until he finds the small white button etc. What can make this challenging is to find the necessary buttons in a short amount of time. Lets say the gamer have to press tab 7 times to get to the small white button, then 5 times to get to the brown large button. Then tab 8 times to get to the group of black radio buttons. Etc. So based on what the flight attendant told me when I was flying by plane 30 years ago: this dialogue box contains command buttons, radio buttons and levers or sliders such as the sliders in the windows volume control. The attendant told me that driving the plane requires that the pilot presses buttons and turning levers the whole time during the flight. So lets say the challenge comes in that, if the gamer takes too long to find and press a button or pull a lever, that something fatal happens for example the plane falls to the ground. I don't know how planes is driven in south africa these days. I only recall what the attendant told me when I flown by plane 30 years ago. I think this dialogue box flight simulator will not only be fun but would also teach a blind person new to the windows environment, to navigate in dialogue boxes. This kind of game can also improve one's memory. In dialogue boxes in windows programs each field in the dialogue has a hot key. So lets say that the group of black radio buttons has alt b as hot key. Now the gamer first gets training mode where he explores all the buttons and levers on the pannel memorizing the hot keys. So during an actual flight the gamer either have to press tab quickly to get to the right button or lever, or the gamer have to remember that button or slider's hot key. Hot keys of fields in dialogue boxes always is the alt key together with a letter key. --- 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/gamers@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.
Re: [Audyssey] games we'd like to play: dialogue flight simulator
also there is a load of computer stuff. we already have its your plane and ms flight sim if you really want to go down that hill. I agree with the general concept of a flight sim. At 05:06 AM 11/12/2013, you wrote: Here are my first thoughts: Far too much tabbing. Very simplistic. Also, to a lot of people who have never seen before, a color name is just that; a name. Other than that, they mean nothing in the way of feedback. While a sighted pilot sees all of the buttons, levers, and everything at a glance and does not have to hunt for controls, this would be very time consuming for a blind pilot, and you have to be quick to operate controls at times. Having to tab for everything would prevent this from being done in a smooth time frame. This would result in a very tedious and not very realistic flight simulator game that, to me, would not be very entertaining. - Original Message - From: Nicol nicoljaco...@telkomsa.net To: gamers@audyssey.org Sent: Monday, November 11, 2013 9:53 AM Subject: [Audyssey] games we'd like to play: dialogue flight simulator Hi all For those of you who are looking for a new game concept to develop, I've been thinking of a new kind of flight simulator that is basically a massive dialogue box with lots of buttons, radio buttons and sliders. I remember when I was a kid, I was flying by plane to visit my parents in the school holiday. I asked the attendant during a certain flight how a plane works, how the pilot drives the plane. And she told me that the pilot drives the plane by pressing lots of buttons the whole time during the flight. The attendant told me that there is lots of buttons and levers on the pannel in front of the pilot and each button and lever has a color and size. That was 30 years ago. But I think it would be a neat concept for someone who wish to develop a flight simulator . A flight simulator like three d velocity have a very steep learning curve. I think it would be fun to drive a plane by only pressing lots of buttons the whole time. I think that a dialogue box flight game would have a less steep learning curve. So basically this game is only a dialogue box. For the beginner there is a training mode where the pilot is training a new pilot. So the gamer navigates this dialogue box , like all other dialogue boxes, with the tab key. Each button's name is a color. Let's say we navigate with tab and our screen reader says for example small white button. Now we press tab and the next button's name is large brown button. Etc. The game then has at training mode where the pilot teaches the new pilot which buttons to press to take off and land etc. Lets say for example the pilot says: to take off you need to press 5 buttons. First you need to find and press the small white button and then the brown large button. Then you need to find and press the second one of a group of 5 blac radio buttons. Then you need to find and pull a large black lever or slider. Then you need to find and pull a small white lever. Then the plane successfully is taking off. So now the challenge comes in for the gamer to navigate with tab in time until he finds the small white button etc. What can make this challenging is to find the necessary buttons in a short amount of time. Lets say the gamer have to press tab 7 times to get to the small white button, then 5 times to get to the brown large button. Then tab 8 times to get to the group of black radio buttons. Etc. So based on what the flight attendant told me when I was flying by plane 30 years ago: this dialogue box contains command buttons, radio buttons and levers or sliders such as the sliders in the windows volume control. The attendant told me that driving the plane requires that the pilot presses buttons and turning levers the whole time during the flight. So lets say the challenge comes in that, if the gamer takes too long to find and press a button or pull a lever, that something fatal happens for example the plane falls to the ground. I don't know how planes is driven in south africa these days. I only recall what the attendant told me when I flown by plane 30 years ago. I think this dialogue box flight simulator will not only be fun but would also teach a blind person new to the windows environment, to navigate in dialogue boxes. This kind of game can also improve one's memory. In dialogue boxes in windows programs each field in the dialogue has a hot key. So lets say that the group of black radio buttons has alt b as hot key. Now the gamer first gets training mode where he explores all the buttons and levers on the pannel memorizing the hot keys. So during an actual flight the gamer either have to press tab quickly to get to the right button or lever, or the gamer have to remember that button or slider's hot key. Hot keys of fields in dialogue boxes always is the alt key together with a letter key. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave
[Audyssey] games we'd like to play: dialogue flight simulator
Hi all For those of you who are looking for a new game concept to develop, I've been thinking of a new kind of flight simulator that is basically a massive dialogue box with lots of buttons, radio buttons and sliders. I remember when I was a kid, I was flying by plane to visit my parents in the school holiday. I asked the attendant during a certain flight how a plane works, how the pilot drives the plane. And she told me that the pilot drives the plane by pressing lots of buttons the whole time during the flight. The attendant told me that there is lots of buttons and levers on the pannel in front of the pilot and each button and lever has a color and size. That was 30 years ago. But I think it would be a neat concept for someone who wish to develop a flight simulator . A flight simulator like three d velocity have a very steep learning curve. I think it would be fun to drive a plane by only pressing lots of buttons the whole time. I think that a dialogue box flight game would have a less steep learning curve. So basically this game is only a dialogue box. For the beginner there is a training mode where the pilot is training a new pilot. So the gamer navigates this dialogue box , like all other dialogue boxes, with the tab key. Each button's name is a color. Let's say we navigate with tab and our screen reader says for example small white button. Now we press tab and the next button's name is large brown button. Etc. The game then has at training mode where the pilot teaches the new pilot which buttons to press to take off and land etc. Lets say for example the pilot says: to take off you need to press 5 buttons. First you need to find and press the small white button and then the brown large button. Then you need to find and press the second one of a group of 5 blac radio buttons. Then you need to find and pull a large black lever or slider. Then you need to find and pull a small white lever. Then the plane successfully is taking off. So now the challenge comes in for the gamer to navigate with tab in time until he finds the small white button etc. What can make this challenging is to find the necessary buttons in a short amount of time. Lets say the gamer have to press tab 7 times to get to the small white button, then 5 times to get to the brown large button. Then tab 8 times to get to the group of black radio buttons. Etc. So based on what the flight attendant told me when I was flying by plane 30 years ago: this dialogue box contains command buttons, radio buttons and levers or sliders such as the sliders in the windows volume control. The attendant told me that driving the plane requires that the pilot presses buttons and turning levers the whole time during the flight. So lets say the challenge comes in that, if the gamer takes too long to find and press a button or pull a lever, that something fatal happens for example the plane falls to the ground. I don't know how planes is driven in south africa these days. I only recall what the attendant told me when I flown by plane 30 years ago. I think this dialogue box flight simulator will not only be fun but would also teach a blind person new to the windows environment, to navigate in dialogue boxes. This kind of game can also improve one's memory. In dialogue boxes in windows programs each field in the dialogue has a hot key. So lets say that the group of black radio buttons has alt b as hot key. Now the gamer first gets training mode where he explores all the buttons and levers on the pannel memorizing the hot keys. So during an actual flight the gamer either have to press tab quickly to get to the right button or lever, or the gamer have to remember that button or slider's hot key. Hot keys of fields in dialogue boxes always is the alt key together with a letter key. --- 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/gamers@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] games we'd like to play: dialogue flight simulator
Here are my first thoughts: Far too much tabbing. Very simplistic. Also, to a lot of people who have never seen before, a color name is just that; a name. Other than that, they mean nothing in the way of feedback. While a sighted pilot sees all of the buttons, levers, and everything at a glance and does not have to hunt for controls, this would be very time consuming for a blind pilot, and you have to be quick to operate controls at times. Having to tab for everything would prevent this from being done in a smooth time frame. This would result in a very tedious and not very realistic flight simulator game that, to me, would not be very entertaining. - Original Message - From: Nicol nicoljaco...@telkomsa.net To: gamers@audyssey.org Sent: Monday, November 11, 2013 9:53 AM Subject: [Audyssey] games we'd like to play: dialogue flight simulator Hi all For those of you who are looking for a new game concept to develop, I've been thinking of a new kind of flight simulator that is basically a massive dialogue box with lots of buttons, radio buttons and sliders. I remember when I was a kid, I was flying by plane to visit my parents in the school holiday. I asked the attendant during a certain flight how a plane works, how the pilot drives the plane. And she told me that the pilot drives the plane by pressing lots of buttons the whole time during the flight. The attendant told me that there is lots of buttons and levers on the pannel in front of the pilot and each button and lever has a color and size. That was 30 years ago. But I think it would be a neat concept for someone who wish to develop a flight simulator . A flight simulator like three d velocity have a very steep learning curve. I think it would be fun to drive a plane by only pressing lots of buttons the whole time. I think that a dialogue box flight game would have a less steep learning curve. So basically this game is only a dialogue box. For the beginner there is a training mode where the pilot is training a new pilot. So the gamer navigates this dialogue box , like all other dialogue boxes, with the tab key. Each button's name is a color. Let's say we navigate with tab and our screen reader says for example small white button. Now we press tab and the next button's name is large brown button. Etc. The game then has at training mode where the pilot teaches the new pilot which buttons to press to take off and land etc. Lets say for example the pilot says: to take off you need to press 5 buttons. First you need to find and press the small white button and then the brown large button. Then you need to find and press the second one of a group of 5 blac radio buttons. Then you need to find and pull a large black lever or slider. Then you need to find and pull a small white lever. Then the plane successfully is taking off. So now the challenge comes in for the gamer to navigate with tab in time until he finds the small white button etc. What can make this challenging is to find the necessary buttons in a short amount of time. Lets say the gamer have to press tab 7 times to get to the small white button, then 5 times to get to the brown large button. Then tab 8 times to get to the group of black radio buttons. Etc. So based on what the flight attendant told me when I was flying by plane 30 years ago: this dialogue box contains command buttons, radio buttons and levers or sliders such as the sliders in the windows volume control. The attendant told me that driving the plane requires that the pilot presses buttons and turning levers the whole time during the flight. So lets say the challenge comes in that, if the gamer takes too long to find and press a button or pull a lever, that something fatal happens for example the plane falls to the ground. I don't know how planes is driven in south africa these days. I only recall what the attendant told me when I flown by plane 30 years ago. I think this dialogue box flight simulator will not only be fun but would also teach a blind person new to the windows environment, to navigate in dialogue boxes. This kind of game can also improve one's memory. In dialogue boxes in windows programs each field in the dialogue has a hot key. So lets say that the group of black radio buttons has alt b as hot key. Now the gamer first gets training mode where he explores all the buttons and levers on the pannel memorizing the hot keys. So during an actual flight the gamer either have to press tab quickly to get to the right button or lever, or the gamer have to remember that button or slider's hot key. Hot keys of fields in dialogue boxes always is the alt key together with a letter key. --- 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
Re: [Audyssey] games we'd like to play: dialogue flight simulator
Hi Nicol, I appreciate the suggestion, but to be honest it is far too simplistic to be a true flight simulator. To begin with while it is true that a standard cockpit has many buttons and switches to raise/lower the flaps, to start and shut off the engines, to raise/lower the landing gear, whatever there is still plenty of manual control required by the flight stick and the peddles on the floor. Assuming the pilot isn't using the autopilot he or she will have to move the stick left/right to bank the plane in that direction, pull back the stick to gain altitude, and push the stick forward to dive. So point being if a flight simulation was to be at all realistic the game by rights should have joystick control and allow the blind gamer the ability to steer the plane and take off and land using his/her flight controller. The next issue is timing. In your suggestion a person has to tab around the screen looking for buttons. This is very slow and a bit tedious. A Sighed pilot can merely look at the buttons and press the one he or she needs. The way your suggestion works a blind gamer would have to tab around several times to get the right button which is much slower than just pressing the proper button. Therefore some sort of hot key would be the only way to give the player the same timing and control over the planes electronics as a real pilot would have. Finally, in your suggestion you mentioned using colored buttons like red, green, white, black, whatever. That might be fine if the game were designed for sighted gamers, but we aren't talking about sighted players. Most people on this list have little to no vision so colors don't mean a lot to them. It would make more sense to simply label the buttons Start Engines, Landing Gear Up, Landing Gear Down, Flaps Up, Flaps Down, or something like that. In other words give the buttons useful names rather than simply give them colors that have to be looked up in a manual. Cheers! --- 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/gamers@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] games we'd like to play: dialogue flight simulator
Using hotkeys as you describe is actually just what zero sight does. When taking off you have to for instance press f for the flaps and once in the air g to retract landing gear (it's a pain if you forget this since it pretty much dooms your game, well up until parashoot jumps were introduced in the zero sight extention. All the best, Dark. --- 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/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.